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Orphans | Qualifications | Event Form Guidance | Other GM Information | GMs of the Year | GM 101 Seminars
So,
you want to be a GM? Welcome
to the club of the most underpaid,
over-dedicated boardgame Game
Masters in the world. But we
are also the best—because
we are volunteers who do it for
the love of the game and the
hobby—not to
collect a quick buck for collecting
event tickets. What do you get
out of it? Nothing except the
satisfaction of seeing the event
run by someone who cares…and
a neat GM polo shirt. The following information is
very important for GMs to read
and understand.
GAMEMASTER
QUALIFICATIONS
Only members of the BPA may act as a GM for an event. Basically,
all we ask is that you do the deed
from start to finish even though
you’re
not getting anything out of it
other than a warm, glowing sensation
for helping the hobby and seeing
this type of event take place.
Volunteerism is what makes the
BPA work. You’ll
be expected to pay for your own membership and
lodging plus “work” your event without compensation.
Through experience, we have found
that this type of GM does the best
job of running events at WBC.
EVENT
FORM
To
apply to be a GameMaster (GM)
at the World Boardgaming Championships
(WBC) submit a valid Event
Form to BPA
via the Internet or via postal
mail to the Boardgame Players
Association (BPA), 1541 Redfield
Road, Bel Air, MD 21015. All
applications are subject to acceptance
by the BPA. If you have any questions,
contact BPA at conventiondirector@boardgamers.org. Deadlines
are as follows:
-
Returning
GM for Same Event: Any
GM who would like to run
the same event as the previous
year must submit an Event
Form for that event by Dec.
31.
-
New
GM for New Event: If,
by Nov. 30, a
GM volunteers to run an
event that was not offered
in in the previous year,
that event will be listed
on the Trial Ballot.
Review the Orphans
Page to determine if
an event requires an Event
Form to be listed on the
ballot. Any Event
that was run the previous
year, but that did not
attain Century Status,
will be listed on the ballot,
regardless of Event Form
submission.
-
New
GM for Unclaimed Event: Only
events with a confirmed
GM by Feb. 28, will
be run at WBC 2007. Beginning Jan.
1, any BPA
member can volunteer to
run an unclaimed event
by submitting this form. The
first person to submit
an acceptable Event Form
will be designated the
GM.
Let’s
work our way down the Event
Form and explain everything
there is to know about GMing
at WBC. Event forms should
be submitted as early as possible.
GM Information
GM GUIDELINES: Check the box after you have read all of the guidelines listed in this document. Compliance with these guidelines is vital for all GMs.
GAME:
Name the event. Unless you are
a vendor or
sponsor authorizing a new event,
it must be a Century Event or one
of the Trial Events selected by
membership vote during December. NOTE: Before Dec. 1, you
may submit an Event form for
any game not currently listed
as a Century Event or Continuing
Trial. (See the Orphan List.)
Such games will be listed on
the Trial Ballot and available
for selection by Membership vote.
Selection as a Trial Event is
NOT automatic. Such new events
are limited to board and card
games of a non-generic nature.
Collectible card and miniatures
games are not eligible. Multiple
Events in the same game are allowed
only if they are sufficiently
different in rules or number
of players. The minimum requirement for hosting a
variant tournament is that the
variant MUST have been published
and a copy of those rules must
be available from the GM before
the convention to any player
who requests them and be posted
to the Event's Preview
Page. All Events are
subject to BPA approval. Inquire if
you have questions about the
eligibility of an event.
Events are reserved until
Dec. 31 for GMs
who ran them satisfactorily
in the preceding year. Those
GMs claim their event by renewing
membership and completing an Event
Form by the deadline. Events that
are not claimed by the deadline
may be run by any member who competes
an Event Form by Feb. 28.
If more than one member volunteers to run the same event,
the Convention Director will use his discretion
to select a GM. Earlier submissions
will be given extra weight. GMs
may run only one
event at WBC per year, with exceptions
granted by the Convention
Director for veteran GMs on a case
by case basis.
A limited number of Junior
Events are run
for attendees who are 12 and younger.
Any game may be run as a Junior Event,
provided it is suitable for children
of that age group and is available
in sufficient numbers to allow
all children present to play. All
Junior Events are run as Coached
events and only members who are
adept at teaching games to children
should volunteer to run them. All
Junior Events are subject to the
approval of the Convention
Director and the Junior
Program Coordinator. In addition, four Teen Events are run for attendees who are 13 through 16 years. Contact the Assistant Convention Director if you are interested in helping with the Teen program.
EVENT
WEBSITE ADDRESS: If you will provide a website
for the event, list the address. Regardless,
all GMs must provide by the established
deadlines a description of the
event for its Preview Page and
a 400-word (or longer) After Action
Report. GMs who do not meet these
requirements jeopardize the standing
of their events (Century Events
become Trial Events and Trial Events
are not eligible for reinstatement
the following year).
DAYTIME/EVENING PHONE: These numbers will only be published with your permission. Otherwise, they will be for the Convention Director's use only.
CELL
PHONE: If
you will carry a cell phone at
the convention, provide your phone
number to enable convention staff
to contact you in case of emergency.
ASSISTANT
GMs: All GMs, regardless of playing status, should
indicate the names of two assistant
GMs. Choose carefully! These assistants must be
prepared to take over if for
any reason the GM is absent and
must rule in any case involving
a game in which the GM is playing.
Assistant GMs are especially
crucial for those games where
time limits will require adjudicated
finishes because it is much
easier for players to accept
a decision by a panel of three
than by one person. It spreads
the responsibility and frees
the GM from the guilt of a close
decision. There is safety in
numbers. Only list Assistant GMs who have expressly consented to act as such for the coming year.
Do NOT make any assumptions that someone will serve as an assistant.
Event
Class
A. ADVANCED: Experienced
players only. Rules will not
be explained.
Neither GMs nor players
will teach
the game to beginners during the
event. GMs are encouraged to remind
players about the Event Class to
discourage anyone who ignored the
printed warnings, especially in
multi-player games. This is a courtesy
to players who come to the event
prepared to play without instruction
and will greatly speed play.
B. BEGINNERS
WELCOME: Players must have read the rules, played previously,
or participated in a scheduled
teaching demonstration. GMs are encouraged to remind players
about the Event Class to discourage
anyone who ignored the printed
warnings, especially in multi-player
games. This is a courtesy to players
who come to the event prepared
to play without instruction and
will greatly speed play. GMs who run B Class events must
list at least one one-hour
demonstration day/time when you
or an Assistant GM will be available
to instruct players in our Demo
area. The time should be no more
than 24 hours before a scheduled
first round heat. You may NOT substitute
instruction during or just prior
to the event. If no one appears
for a Demonstration within
15 minutes of the scheduled start
time, you may cancel the demonstration.
Scheduled demonstrations give new
players a chance to learn an event,
but allow the tournament, itself,
to run more quickly, which is better
for experienced players.
C. COACHED EVENT: Inexperienced
players welcome. The game will be taught
to anyone present at the scheduled
starting time. GMs may also schedule
a demonstration for the Event.
Coached events generally require
more time and effort to run
and can be upsetting to more
experienced players impatient
with delays. Announce at the
outset, that all players are
expected to abide by the C
rating and help newcomers.
Event
Format
A description of the
allowed event formats follows.
SINGLE
ELIMINATION (SE): This competition style can
be used for both two-player
and multi-player games. It is
the ideal style for long
games, and usually the most practical
style for Events with
many entrants. Participants play
until they lose a game. Winners
in a Round advance to the next
Round. Thus,
the number of players per Round
is continually getting smaller.
However, fans of some games
would rather keep playing even
after they lose once, so other
formats may be preferable if
you:
- Can handle
the added complexity and time requirements.
- Realize
that you can’t limit the
number of entrants at start.
- Maintain
a safety margin to ensure that
your event will end no later than
Sunday at 4 PM.
Multi-player
tournaments using SE Competition
Style may advance alternates in order
to field the ideal number of players
for the next round (i.e., 5 or 25
in a five-player game). BEFORE the
tournament begins, the GM MUST establish
the criteria for selecting
the highest alternates and
post the criteria in the Event
Preview and on the kiosk.
All brackets should be established
BEFORE the tournament begins. It is NOT acceptable
to simply
pair winners as they finish;
otherwise, players can time
their games to avoid playing
someone. The GM is responsible
to decide BEFORE the tournament
begins if brackets should be
created via random draw, seeded
by past performance, or determined
by some other criteria. GMs
should keep in mind the following
guidelines:
- The traditional approach
for head-to-head Single
Elimination pairings is to match
the best against the worst through
each bracket. For example,
in a 16-player event, the top rated
player would play the 16th-rated
player in Round 1. Although this
results in the fastest games, it
has the unfortunate side effect
of not being much fun for the newbies
who get fed to the sharks in Round
1. Further, it causes lopsided
games that are less fun for both
players. This method tends
to discourage players from returning
year after year and may damage
an event's long-term prospects.
- Another approach is to
match players of equal ability. The drawback
is that three of the four best-rated
players in the event will be eliminated
in the first two rounds. Further,
the road to the Final tends to
become progressively easier. On
the positive side, those eliminated
early will be free to enter other
events.
- If brackets will be determined
by random draw, make a public show of lottery-style
drawings to convince people they are truly random.
- In multi-player games, the
GM should make an effort to separate family and friends
to avoid unfair alliances born of familiarity. Badges
always include the hometown of each player to aid
in such grouping decisions.
- In two-player games, to ensure
that frequent opponents—such as family members
and friends—are not matched together early
(why travel to play a frequent opponent), split the
field into two brackets such that Pool A and Pool
B meet only in the Final. Allow players to mutually
exclude one other player so that they are in different
Pools.
- If insufficient copies of
the game are available for the number of entrants,
do not match game owners with each other. Have them
set up their games and hold drawings to find each
of them an opponent.
An advantage to Single
Elimination play with fixed brackets
over Swiss formats is that when two
matched winners finish they can start
the next round early. Single Elimination
two-player game Rounds are usually
scheduled for continuous play, but
there is often the flexibility for
players to schedule at their convenience,
especially as the number of players
involved decreases.
SWISS: Any
format of a pre-determined number
of rounds in which players with the
best records are paired against each
other in every round. A fair tie-breaking
system is very important. More than
one tie-breaker is required. BEFORE the tournament begins,
the GM MUST establish this criteria and post it in
the Event
Preview. When possible, also post them on the kiosk
for the convenience of players at the convention. GMs
should never create tie-breakers on the spot because
they should have created them ahead
of time to avoid the appearance of
misconduct.
Players are free to drop
out after losing a game, but the
rounds continue for those willing
to stay. Due to the time required,
this format is recommended only
for games with the most ardent following
and is usually reserved for dedicated
mini-cons where there are no other
events to siphon off losing players.
SWISS
ELIMINATION (Swiss-Elim or SwE): A
system using a number of continuous
preliminary games in Round 1 in
order to advance a pre-determined
number of players into Single
Elimination Rounds. In many cases,
the Swiss Elimination Competition
Style may advance alternates in
order to field the ideal number
of players for the next round (i.e.,
5 or 25 in a five-player game). BEFORE the tournament
begins, the GM MUST establish the criteria for selecting
the highest alternates and post
the criteria in the Event
Preview. Round 1 MUST adhere
strictly to the printed schedule,
but the Single Elimination Rounds
can often be scheduled at the convenience
of the players and GM. This format
is highly recommended for games
with a devoted following who would
be disappointed by early disqualification
from a Single Elimination format.
Indicate on the Event Form the
number of games that will take
place during Round 1 and the duration
for each of these games. Also provide
information about the number of
players that will advance to Round
2. If GMs do not provide this information, a default
number will be used. A GM
who has a formula for advancing
a different number (e.g.,
20 or 25 for a 4- or 5-player game),
depending on the number of participants,
should indicate the two numbers in the field, with
a slash between them. BEFORE the tournament begins,
the GM MUST submit the criteria to the Convention
Director for approval. Such criteria
must be clearly described
in the Event
Preview. When possible, also post it on the kiosk
for the convenience of players
at the convention.
FREE
FORM: Free
Form tournaments are a type
of Swiss
Elimination tournament
with Round 1 lasting several days.
After Round 1, four players
advance to two rounds of Single Elimination play.
Rules
for advancement must be approved
by the Convention
Director and clearly described in the Event
Preview. When possible, also post
them on the kiosk for the convenience
of players at the convention.
In order to participate
in a Free Form tournament, players
must appear at the kiosk within one
hour of the scheduled starting time. Match pairings for each
game will be determined by the GM, subject to the availability
of opponents. Players may particpate in more than one game
during the same day. When opponents are assigned, they must
determine when they will play their game during the day and
inform the GM. If they cannot agree on a reasonable start
time, they will be required to begin the game within one
hour. If an assigned opponent does not appear for a mutually
agreed upon start time, a player who has appeared must go
to the kiosk and inform the GM. After the GM is informed
and after waiting 15 minutes at the kiosk, the missing player
forfeits the game to the waiting player. Results of completed
games should be reported to the GM as soon as possible. Results
not reported to the GM by the next scheduled starting time
or by 11 p.m. on the day before Round 2 begins, whichever
comes first, will not count toward the tournament. GMs have
the right to adjudicate any game that extends beyond established
time limits.
GMs must post a list
of qualifiers and alternates to the
kiosk by midnight of the day before
Round 2 begins. Qualifiers who will
withdraw should inform the GM as soon as possible and remove
their names from the list, to provide time for alternates
to be notified of their opportunity to play. Any qualifiers
or alternates who fail to check-in at the kiosk by 9:30 a.m.
on the day Round 2 begins forfeit the opportunity to play.
Each player is responsible for checking his status on the
kiosk in a timely manner. After reporting to the kiosk for
Round 2, players may mutually arrange to play their Semi-Final
game at a convenient time; however, all Semi-Final games
must be completed by 6 p.m. on the same day unless ALL semifinalists
agree to hold the Final at 9 a.m.on the following day. Barring
such agreement, the Final will commence within one hour of
the completion of the last Semi-Final game.
Free Form scheduling
format allows players the most freedom
in scheduling choices; however, it
also requires players to be punctual
and considerate of others. Consequently,
GMs who use Free Form scheduling
must exercise time and diligence
to reduce tournament disruption and
friction between players who do not
mutually agree on playing times.
As such, it is not recommended for
inexperienced GMs. Tournaments with
a Free Form schedule benefit when
the GM remains near the event kiosk
throughout the period allotted for
Round 1 in order to arrange and record
matches of convenience. Typically
this format is only applicable to
very long or very short games.
HEATS:A
type of Single Elimination tournament
that provides two to four scheduled
opportunities (Heats) for players
to participate in Round 1. GMs must specify the method of advancement for the next round and explain it in the Event
Preview. NOTE: In
many cases, it is necessary to
advance alternates in order to
field the ideal number of players
for the next round (i.e., 5 or
25 in a five-player game). This format increases number
of entrants by making the event more accessible with
numerous starting times. It works well with multi-player
games. Events using Heats are penalized in the Prize
level and Century qualifying formulas to offset their
advantage in attracting more entrants. (See Century formula.)
Heats are only used for Round 1 play.
Round 2—typically
the Semi-Final—and Round 3—typically the Final—are
played as standard Single Elimination
rounds.
Note that GMs may schedule a Quarter
Final Round only when the number
of players participating in the tournament during the previous
year warrants it. All
scheduled Quarter Final Rounds must be approved by the Convention
Director in advance and must appear in the schedule. Quarter
Final Rounds may not be inserted ad-hoc—regardless
of the number of entrants. This
policy is a courtesy to other GMs
who are trying to attract players and to players who can
make better use of their time playing to win in another tournament
rather than playing for second or third place in a Quarter
Final game to advance to a Semi-Final.
Method of Advancement for Heats
Method of Advancement applies ONLY to events run with Heats. A description and examples of the
allowed methods and tiebreakers follows. NOTE that in NO case may a GM add an ad hoc extra round (e.g., Quarter-Final) to reduce the number of players. All rounds must be scheduled in advance.
Heats: Winners Only (HWO) - Only the winners from each heat advance to Round 2—no alterates advance. For example, the Circus Maximus tournament advances to the Final only the winners from each table. EVERY winner advances. There is no limit on the number of winners that can be accommodated.
Further, anyone who comes in second may not advance, even if person who finished first has won previously or chooses not to play in the Final. Any tournament that cannot accommodate all winners from the Heats in Round 2 may not use this method of advancement. Indicate the number of heats and the duration for each heat.
Heats: Multiple Single Elimination (HMSE) - Each heat is played Single Elimination to determine one winner who advances to the next round. For example, there are two heats of Paydirt—one for the AFC and one for the NFC. Each of those Heats is played until there is only one winner. Only those two winners advance to the Final (i.e., Superbowl). This method of advancement is only appropriate for short games. Indicate the number of Heats in Round 1, the approximate number of rounds in each Heat (based on the expected number of players), and the duration of each round in the Heat.
Heats: Most Wins (HMW) - A tournament with multiple chances to enter Round 1, followed by Single Elimination rounds. Indicate the number of Heats in Round 1 and the duration of those Heats. GMs should also specify the number of players who may advance to Round 2. (If GMs will base that number on how many winner emerge from the heats, indicate more than one number, e.g., "16/25".) Any GM who needs to trim the field or identify alternates to fill out the field, must use the standard
set of tie-breakers below. The first criterion
is "Most Wins." GMs
should carefully review the tie breakers in order to be able to
apply them properly. Standard
tie-breakers enable players to make
more educated decisions about which
tournaments to play and whether
or not they qualify to advance
to later rounds of play.
- Most Wins (e.g., total in all heats entered);
- Win in first Heat entered;
- Win in second Heat entered;
- Win in third Heat entered;
- Win in fourth Heat entered;
- GM specific tie-breaker, provided
it has been clearly described
in the Event
Preview;
- Average finish in all heats
entered (e.g., a 2nd and two
3rds = 2.67 and beats two 2nds
and two 4ths = 3); and
- High dice roll.
For example, if Monsters Ravage America had four Heats in Round 1. Players who won four games would advance before players who won three games. If the GM decided to advance 16 players to Round 2, and more than 16 players won four games, then the remaining tie breakers would be used to determine which of the players would advance. NOTE: It is rare for
all qualifying winners to appear
for the advanced rounds, and an alternate list at least as
long as the number of advancing positions is wise.
Heats: Single Win (HSW) - A tournament that advances players into Single Elimination Rounds. GMs should specify the number of players who may advance to Round 2. (If GMs will base that number on how many winner emerge from the heats, indicate more than one number, e.g., "16/25".) Any GM who needs to trim the field or identify alternates to fill out the field, must use the standard
set of tie-breakers, below. The first criterion
is "Win in First Heat Played." GMs
should carefully review the tie breakers in order to be able to
apply them properly. Standard
tie-breakers enable players to make
more educated decisions about which
tournaments to play and whether
or not they qualify to advance
to later rounds of play.
-
Win in first Heat entered;
-
Most Wins (e.g., total in all heats entered);
-
Win in second Heat entered;
-
Win in third Heat entered;
-
Win in fourth Heat entered;
-
GM specific tie-breaker, provided
it has been clearly described
in the Event
Preview;
-
Average finish in all heats
entered (e.g., a 2nd and two
3rds = 2.67 and beats two 2nds
and two 4ths = 3); and
-
High dice roll.
NOTE: It is extremely important for the
GM to post a list of qualifiers
and alternates for advanced rounds
on the event kiosk in a timely
fashion. Players who win the first
heat they play in are likely to
advance to the next round. Players
who win a heat will always have
an advantage over players who finish
lower. For large tournaments, players
who have more wins are more likely
to advance than players with fewer
wins. In
most cases, there is no disadvantage
to participating in more than one
heat.
This Method of Advancement for Heats allows
ALL players (both winners and non-winners)—but
does not require them—to play
the game again during Round 1
by participating in another Heat.
There is generally not
a disadvantage for participating
in more than one heat.
Indicate on the Event
Form the number of Heats that will
take place during Round 1 and the
duration for each of these Heats.
Also provide information about the
number of players that will advance
to Round 2. If GMs
do not provide this information,
a default number will be used. A GM who has a formula
for advancing a different number
(e.g., 20 or 25 for a 4- or 5-player
game), depending on the number of
participants, should indicate the
two numbers in the field, with a
slash between them. BEFORE the
tournament begins, the GM MUST submit
the criteria to the Convention Director
for approval. Such criteria must
be clearly described in the Event
Preview. When possible, also post it on the kiosk
for the convenience of players at the
convention.
Extended example: GMs may find the following
tips useful when seeding players
for advancement using the tie-breakers listed above.
Our example event is a four-player
game with four heats. There are up
to total 24 table winners qualified
for 16 Semi-Final slots (fewer if
one or more players wins more than
once). The records of some players
are illustrated in the table below:
Players
in Event and Tie-Breaker Calculations
NOTE: Not all players shown. |
| Player |
Heat 1
|
Heat 2
|
Heat 3
|
Heat 4
|
Won First Heat Played
|
Total Wins
|
GM Tiebreaker
(e.g., % of 2nd place score)
|
Average Finish
|
| Player A |
1
|
2
|
1
|
1
|
x
|
3
|
156%
|
5/4=1.25
|
| Player B |
1
|
1
|
2
|
1
|
x
|
3
|
156%
|
5/4=1.25
|
| Player C |
4
|
2
|
1
|
1
|
|
2
|
147%
|
8/4=2
|
| Player D |
3
|
2
|
1
|
-
|
|
1
|
133%
|
6/3=2
|
| Player E |
2
|
2
|
2
|
1
|
|
1
|
150%
|
7/4=1.75
|
| Player F |
3
|
1
|
-
|
-
|
|
1
|
120%
|
4/2=2
|
| Player G |
2
|
-
|
1
|
-
|
|
1
|
120%
|
3/2=1.5
|
| Player H |
3
|
2
|
4
|
2
|
|
0
|
100%
|
11/4=2.75
|
| Player I |
2
|
2
|
2
|
2
|
|
0
|
100%
|
8/4=2
|
| Player J |
-
|
1
|
-
|
-
|
x
|
1
|
200%
|
1/1=1
|
| Player K |
-
|
-
|
1
|
-
|
x
|
1
|
100%
|
1/1=1
|
| Player L |
-
|
-
|
-
|
1
|
x
|
1
|
156%
|
1/1=1
|
| Player M |
-
|
1
|
1
|
-
|
x
|
2
|
180%
|
2/2=1
|
| Player N |
3
|
1
|
1
|
1
|
|
3
|
126%
|
6/4=1.5
|
To seed all of the participants and
determine which of them qualifies
to advance, fill in the grid (or
use the Entry List), indicating each
participant's finish. For each Heat,
add participants who have not played
a previous Heat to the bottom of
the list. Use a dash ("-") to indicate
any Heat the participant did not
join.
When any participant wins the first
Heat he or she plays, put an "X"
in the "Won First Heat Played" column.
These are the players who are at
the top of the list of qualifiers
to advance to the next heat. Those
players have been moved to the top
of the list below for illustration
purposes. It is not necessary to physically reorder
the list.
Keep
track of the total number of wins
for each player in the "Total Wins" column. This
number could change after each Heat for anyone who plays
in more than one Heat. All players who won their first
heat played, are sorted by the number of wins they have
in the tournament.
Depending on the GM-specific tie-breaker,
you may need to track it for each
game played. For example, if the
tie-breaker were "Percentage
of Second-Place Score ",
it would need to be recorded for
each player for each Heat played.
If it were "Brought
Copy of Game", it could
be recorded once, with players bringing
games to more than one Heat receiving
extra points. "Average
Finish" could be calculated after
each Heat.
Seeding
Order for Tournament
NOTE: Not
all players shown. |
| Ranking |
Player
|
Heat 1
|
Heat 2
|
Heat 3
|
Heat 4
|
Won First Heat Played
|
Total Wins
|
GM Tiebreaker
|
Average Finish
(lower
avg. indicates higher finishes)
|
| 1 |
Player B |
1
|
1
|
-
|
1
|
x
|
3
|
156%
|
3/3=1
|
| 2 |
Player A |
1
|
2
|
1
|
1
|
x
|
3
|
156%
|
5/4=1.25
|
| 3 |
Player M |
-
|
1
|
1
|
-
|
x
|
2
|
180%
|
2/2=1
|
| 4 |
Player J |
-
|
1
|
-
|
-
|
x
|
1
|
200%
|
1/1=1
|
| 5 |
Player L |
-
|
-
|
-
|
1
|
x
|
1
|
156%
|
1/1=1
|
| 6 |
Player K |
-
|
-
|
1
|
-
|
x
|
1
|
100%
|
1/1=1
|
| 7 |
Player N |
3
|
1
|
1
|
1
|
|
3
|
126%
|
6/4=1.5
|
| 8 |
Player C |
4
|
1
|
2
|
1
|
|
2
|
147%
|
8/4=2
|
| 9 |
Player G |
2
|
-
|
1
|
-
|
|
1
|
120%
|
3/2=1.5
|
| 10 |
Player F |
3
|
1
|
-
|
-
|
|
1
|
120%
|
4/2=2
|
| 11 |
Player D |
3
|
2
|
1
|
-
|
|