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Great Campaigns of the American Civil War (GCA) Links Email GM   Last updated May 23, 2018.
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule  GM: David Cross (4th Year)
Round Day Start Time Duration Location
Demo 1 We 9 1 Exhibit Annex Table 5
Round 1/3 We 11 3 Festival
Round 2/3 We 14 3 Festival
Round 3/3 We 17 3 Festival
Quarterfinal Th 9 3 Festival
Semifinal Th 13 3 Festival
Final Fr 9 3 Festival
2018 Tournament Format Swiss Elim

NEW GAMES. By the time the convention starts, Atlanta is Ours and Roads to Gettysburg II: Lee Strikes North should be in everyone’s hands and ready to be played! We will keep the same format as last year with three preliminary rounds with eight advancing to the quarterfinals and strict start times allowing everyone to schedule their trip to WBC. The focus will be on the new games with a scenario from AIO and both the Here Come the Rebels (HCR) and Roads to Gettysburg (RTG) modules in each of the rounds. We want to get as many different scenarios played as possible. We will also have a small number of tournament copies of both AIO and RTG II available for play but hope everyone can bring their own.

WEDNESDAY

Swiss Elimination Qualifying Day

Demo: Learn the mechanics of the system from some of the best players. Try out a brief scenario: "South Mountain" from Here Come the Rebels. This will then be the game in the first tournament round.

ROUND 1

Game 1: South Mountain (HCR #1); First Day at Gettysburg (RTG #4); Ezra Church (AIO #10) [using Hood Attack – Beginner Rule]

Game 2: Harpers Ferry – Crampton’s Gap (HCR #2); The Battle Continues (RTG #7); Kennesaw Mountain (AIO #7)

Game 3: McClellan’s Opportunity (HCR #3); Battle of Gettysburg (RTG #5); The Battle of Atlanta (AIO #9)

Quick Tiebreak Scenario if necessary: Kilpatrick’s Raid (AIO #12)

THURSDAY

The Quarter Final and Semi Final Elimination Rounds, it will be player agreed choice from the same scenarios as Game 3 in Round 1 although it will be desirable to arrange to have players use different scenarios than they played previously.

FRIDAY

Final: Three Cigars (HCR #4); Meade Moves North (RTG #1); Advance and Retreat (AIO #5); The Hell Hole (AIO #6)

TOURNAMENT RULES

Games not completed by the start time of the next round are subject to adjudication by the GM and his assistants.

Bidding for sides: Players must bid for sides. First, players secretly select what side they want by placing a Confederate or Union counter in their hand. If players pick opposite sides, play proceeds with no VP modifier. If players pick the same side, roll dice to determine the first bidder. Players then bid VPs until a player passes. That bid becomes the VP modifier for the game. As these are all new scenarios or totally rebalanced scenarios from earlier games, there are no known advantages or recommended bids.

Pairings: We will look to match people up based on the scenarios they desire to play. In Round 1, the pairings will be made at random. Round 2 & 3 pairings will be random among players with identical records.

Advancement: Players who win at least two preliminary games will be eligible to advance. We will strive to advance eight players to the quarterfinals. The quarterfinal round will be seeded first based on total preliminary wins in Round 1, and then points (Game 1 is worth 1 points, Game 2 is worth 1.1 points, Game 3 is worth 1.2 points). Typically two wins and you will advance.

Links:

Map: