505. Loops

505.1. Some sequences of actions can be repeated and are shortcutted as a loop.
505.2. Players performing a loop must have each iteration of the loop be identical with no conditional actions.
505.3. To decide how to proceed with a loop, determine how many players are needed to maintain it (who must take actions or make decisions to sustain the loop):
505.4. For each maintaining player (if any), in turn order, that player chooses a number of iterations.
505.5. Each other player (if any), in turn order, may choose to agree to that number or choose a number of iterations after which they commit to taking action to break the loop or choose not to break the loop.
505.6. If no player chooses to break the loop and there were no maintaining players, the game ends in a draw.
505.7. Otherwise, the loop continues until the lowest number of iterations chosen, then that player either gains priority (if a maintaining player) or breaks the loop.
505.8. If a player intervenes to break a loop, they may choose to interrupt a partially completed iteration.
505.9. If a sequence of actions is non-deterministic, it may not be shortcut and iterations must be performed manually.
505.10. Some loops are maintained by decisions rather than actions. In these cases, apply 505.4-505.8 but with the player making a different decision rather than a different action.
505.11. Judges are the final arbiter of what constitutes a loop, or if choices are available to continue a loop when secret information is involved.
505.12. Players who try to opt-out of shortcutting or propose incorrect shortcutting to use up time are cheating. See 704.8 for more information about cheating.