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Wilderness War (WNW) Links Email GM Last updated May 26, 2018
Class A: Experienced Players Only Rules will not be explained. Neither GMs nor players will teach the game to beginners during the event. 
Schedule  GM: Keith Wixson (16th Year)
Heat/Round Day Start Time Duration Location
Round 1 Mulligan Tu 19 4 Maple
Round 1/5 We 9 4 Maple
Round 2/5 We 13 4 Maple
Round 3/5 We 17 4 Maple
Round 4/5 We 21 4 Maple
Round 5 Final Su 9 2 Wintergreen
2018 Tournament Format  Swiss Elim

The format of the tournament will be Single Elimination. There will be a Mulligan Round on Tuesday night at 1900, with the tournament proper starting Wednesday morning. Winners of the Mulligan Round will get a bye for Round 1, while losers in the Mulligan Round are not eliminated and may play in Round 1. The Wednesday rounds will be continuous, starting at 0900. The time limit will be four hours per round with Rounds 2 and 3 tentatively scheduled to start at 1300 and 1700. If there is an exceptionally large turnout there will be Round 4 at 2100. There will be very little time between rounds. The default time for the Finals is scheduled for Sunday at 0900 but may be played at any time later in the week when mutually agreed to by the participants and the GM.

If there are only three undefeated players entering the Semifinal Round, then a Round 3 (or 4) loser will be recruited to play as an Eliminator. If the Eliminator wins his game, then the winner of the other game will be the Champion and there will not be another round.

TOURNAMENT RULES:

All games will be of the Annus Mirabilis Scenario. The official 3rd Edition Rules will apply and none of the Official Optional Rules will be used. In addition, the three Special Rules listed below will be in effect. As per Rule 13.14, a draw will count as a victory for the French player.

SPECIAL RULE #1:

Starting with the Late Season 1757 turn, at the beginning of EVERY turn - after the cards have been dealt and examined but before the first Action Phase - the British player may retrieve one British Regulars or Highlanders card from the discard pile and place it in his hand AFTER RANDOMLY discarding one card from his hand*. He may not retrieve the card that he has just discarded. The turn then proceeds normally.

* NOTE: If the Surrender! card is discarded, the French player (only) has the option to declare a reshuffle of the deck at the end of that turn. He may wait until the end of the turn before deciding.

SPECIAL RULE #2:

The French 1-4 Marine Detachment units (only) are now just one step. Whenever one of these units takes a step loss it is permanently removed from play instead of being flipped to its 0-4 side. For purposes of taking losses as a result of battle, assault, attrition or event, whenever a French stack that includes both 3-4 Regulars units and 1-4 MD units takes losses, all 3-4 units in the stack must be flipped before any MD units are eliminated. For purposes of this rule when taking losses for winter attrition, the Marine Detachments are considered to be reduced (flipped) units.

SPECIAL RULE #3:

The At Start VPs are to be set to French 3 in all games.

Rule Clarification: The Designer has ruled that the reference to besieged fortresses in the first sentence of Rule 8.22 should also include besieged forts. That is how it will be played in this tournament. What this means is that Ohio Forks would NOT be considered to be controlled by the British for victory purposes under Rule 13.12 if a British fort in that space was being besieged by the French at the conclusion of the game.

SEEDINGS/PAIRINGS/BYES:

The eight players with the highest AREA rating will be seeded. If there are less than sixteen players in the tournament this number will be adjusted downward accordingly. Each seeded player shall maintain his or her seeding until he is eliminated.

Pairings in the Mulligan Round will be random. In Round 1 each of the seeded players will play a random unseeded player and any excess unseeded players will be paired randomly amongst themselves. In subsequent rounds each seeded player from the top down will be paired with a random unseeded player if possible. If there are not enough unseeded players to match up with the seeded players, then the top unpaired seeded player will play the bottommost unpaired seeded player, the second highest unpaired seeded player will play the next lowest unpaired seeded player, and so on down the line until everybody is paired.

If there is an odd number of players in any round, then the highest eligible finishing player from last year’s tournament who is playing will get a bye (no player can receive more than one such bye for the tournament).

TIEBREAKERS:

Players will earn tiebreak points equal to the AREA rating of each opponent he or she defeats. For the purposes of resolving ties when determining the final standings, the player(s) with the highest total tiebreak points will finish higher. If a tie must be broken between players who have an equal number of tiebreak points, then the player with the lower AREA rating will win the tie. If a third tiebreaker is required, then the player with the most games played as the British will win the tie (if they are still tied, then a coin will be tossed). Unrated players will be assigned a provisional rating of 5000 for tiebreak purposes. Eliminators can earn tiebreak points.

DETERMINING SIDES:

In most games the sides are to be determined randomly (roll dice). HOWEVER, after Round 1 the GM may assign sides when announcing pairings in an attempt to even out the sides played by each player. For example, if Player A and Player B are matched to play in Round 2 and Player A played as the French in Round 1 while Player B played as the British, the GM will assign Player A to play is the British for that pairing. The goal for the tournament will be that each player will play each side an even number of times if at all possible. Therefore, when announcing pairings after Round 1, the GM will also announce the sides or whether sides should be determined randomly.

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