Tournament Rules

You need to be a 2020 Associate/Member of the BPA to participate in this tournament.

We are using the current Living Rules from GMT Games.

I.  Format, Scenario and Rules

A.  This will be a seven round Swiss Elimination tournament . Each player who signs up may play in the first four rounds if he or she wishes, regardless of record. Players may drop out of the tournament at any time.
1.  Players with the same number of wins in Rounds 1 through 4 will be grouped (a “Bracket”) and paired within such Bracket. The pairings for Rounds 1 through 4 will be determined as follows: 
(a)  Brackets pairings will be completely random.
(b) If there is an odd number of players in any Bracket, then the highest rated player of the Bracket directly below will be bumped up to the higher Bracket to even it out.  Notwithstanding this framework, in the Swiss rounds a player will not be paired with an opponent he has already played in the tournament.
2.  After Round 4 the six players with the best records will advance to the Elimination Rounds. The remaining players will be eliminated from the competition.  In Round 5 the top two players will receive a bye, while third place will play sixth place and fourth place will play fifth place. The winners of Round 5 will advance to the Round 6 semifinals and each play one of the top two players.  The winners of Round 6 will advance to the Round 7 championship match, while the losers of Round 6 will play a Round 7 consolation match for third place.
3.  There will be no byes. If there are an odd number of players total for any round, then the lowest rated player or random unseeded player with the lowest score will play an “eliminator” assigned by the GM.

B. Each game will be played via ACTS (http://acts.warhorsesim.com/index.asp). All card play, messages, and die rolling will go through here – no exceptions. Players may exchange game files via Cyberboard or Vassal, but this is not required. In sending messages, players must be as EXPLICIT as possible when describing a move. Players may decide on the protocol they will use in their messages, with the default being the complete spelling out of everything (spaces, leaders, units). The MMW ACTS module can be quirky; READ and CLOSELY FOLLOW the guidance given on this website for using ACTS. If it is determined that your ACTS game is messed up, cannot be corrected, and it is because you did not follow the above ACTS guidance, the guilty party will be declared the loser; so reference this guidance often !

C.  All tournament games will be the Campaign Scenario.  The British player wins if the game ends with VPs at 0.
 
D.  Sides will be randomly assigned by the GM. However, when at all possible within the protocol described above, the GM will attempt to arrange the pairings so that each player will play each side an even number of times in the preliminary rounds.

E.  After each game is complete, the winner must report back to the GM with results.

F. TIEBREAKERS – To break ties when determining the advancing players at the conclusion of Round 4 and to determine the final standings of those players eliminated, the following criteria in order of importance shall be used:
1.  If two players are tied and they have played each other, then the winner of that game will be awarded the higher ranking.
2.  If more than two players are tied or if the above does not apply, then the players will be ranked by the average of the A.R.E.A. ratings of the opponents that each such player has defeated.  Unrated opponents will be assumed to have a rating of 5000 for this purpose.

II.  Round Time Limit

A.  Each round will be 3 months long. Rounds which fall during the World Boardgaming Championships will be extended a week.

B.  Players must make every effort to get in one card play per day.  There will obviously be times when this will be impossible, though there should also be days when >1 card play per day is possible. If a player’s opponent is playing too slowly, the GM needs to be notified AS SOON AS POSSIBLE so he can assess the situation. Slow play will result in a disqualification and award a victory to one’s opponent if slow play means the deadline cannot be made. I hope to never have to enforce this rule.

C.  If a game does not end by the deadline date it will be adjudicated by the GM and the Assistant GMs. If either player in question can be identified as the more guilty party (the slower player), then his opponent will be declared the winner, regardless of the positions on the game’s board. Such decisions are final.

III.  Resolution of Response Actions and Cards

A.  Avoid Battle and Combat Cards
1.  Upon entering an enemy occupied space, send the decision back to your opponent. He will need to make any decisions prior to the battle starting.
 2.  Combat Cards and Battles:   Since attacker plays all combat cards first, he should announce his cards then turn the game over to his opponent. His opponent will then play any battle cards and run the battle.

 B. Response Cards: To speed games up, here are the conventions we will use for non-moving player card plays (combat card plays are handled above):
1.  General: Most card plays will be retroactive to actual movement.  This does give an advantage to the non-moving player, so take this into consideration when planning your strategy.
2.  Heavy Rains or Contrary Winds – Play on a force AFTER that force has moved. The moving player can redo the forces movement.

IV.  Error Handling

A.  If any non-event card (see C below) error is made, it is correctable UNTIL the OTHER player plays a card or rolls a die (thus you cannot make an error, roll the die, and get away with it). If the other player plays a card or rolls the die, play on, leaving the error in play.

B.  If a player plays an illegal event or makes an illegal move and his opponent catches the error before his next card play, then the transgressor must redo his action (and may take his card back). If such illegal action is not caught immediately and the non-trangressor takes is next action as if nothing illegal had happened, THE ILLEGAL ACTIONS STANDS.

C. For sportsmanship’s sake, ANY error is retroactively correctable if both players agree. The rule in “A” above is in case players cannot come to an agreement.

D.  If a card error is not caught by either player before it has an adverse effect on the game, then the adverse effect stands.

E.  If ACTS mistakenly “hiccups” and makes more rolls than were intended, or if a player rolls too many dice, etc., ALWAYS take the first roll(s), in order. If a player rolls too few dice (i.e. only rolls one in a battle where 2 are called for), use the first roll for the side designated, and roll another die.

F.  If a dispute arises, contact the GM. The decisions of the GM (or the Assistant GMs if it is the GM’s game) are final.

V. Three Rule Nuances

A. Rule 10.43 is specific regarding whether a combat card can be used in multiple rounds of combat. Unless a Combat Card explicitly says it applies to multiple rounds of combat, it does not. Just reading a Combat Card can sometimes infer use in multiple rounds, but unless it explicitly says it applies to multiple rounds of combat, it does not.

B. Rule 12.32 is clear for Naval Combat that there is a 2 dice roll modifier (drm) when an ‘A’ class unit is facing a ‘C’ class unit. But Rule 10.31 is vague regarding the level of drm for when a two class difference occurs for land combat. But from the Playbook (not Rulebook), here is a quote: “Defending in York is the single York Militia unit which is a 3C. Chauncey has landed the Forsyths Rifle unit which is an elite 3A unit. Both players in this case have no Battle cards to play and there are no leaders involved. The attack odds are 1:1 and thus there is no modifier for odds. However, Forsyths Rifles is two classes above the York militia and will be adding +2 to the combat die roll. ”  Thus, this is resolved by the Playbook that the same precedent used in Naval Combat applies for Land Combat.  This is also how it is played at WBC.

C. Another vague issue in the Rulebook that I found is also resolved by the Playbook.  It is a question of the defense dice roll modifier (drm) when attacking across a crossing into a forest hex.  From the Playbook, ” Now players take into account any further combat die roll modifiers for terrain. In this case Van Rensselaers army is crossing at a Major Invasion Route which causes a 1 modifier, effectively canceling out his 2:1 advantage. . . . . Had this battle taken place in a forested/green space there would be no further negative modifier because negative modifiers for terrain can never be greater than 1. (Thus performing an amphibious attack into a forested space causes a 1 modifier, not 2). ” It is the last sentence which is not explained in the rule book.  Do not count BOTH the forest and the crossing modifiers in the same combat.  This is not allowed.

VI. Side Bidding

There will be no bidding for sides in Rounds 1 through 4. Sides will be rotated as much as feasible in Rounds 1 through 4. I am considering using an Auction bid system for picking sides in Rounds 5 through 7.