While we're a trial event this year instead of being in the Century, we'll keep fighting "Mr. Madison's War" with vigor, while remembering our good friend Rod Coffey, who passed earlier this year
After consulting with our cadre of players, we will be sticking with what has become our tried and true formula of playing a Mulligan Round followed by single elimination action. Also, as in past years, we'll be playing one game in each round on the "Big Board" version of the game and there will be extra prizes for at least the top six players.
Mulligan Round: Those who play and win in the Mulligan round get a pass through to Round 2. If you lose in the Mulligan round you can still enter single-elimination play in Round 1 with a clean slate.
Seeding: Seeding in the Mulligan Round and Round 1 will be by current AREA ratings. Players with no AREA rating will be seeded randomly after all AREA rated players. In following rounds, players with the same record will be paired together first and pairing the same players twice will be avoided if possible.
Byes: If there are an odd number of players in a round, the most recent past champion will get the bye. If the most recent champion has already had a bye it will go to the player with the best record entering that round. If multiple players are tied with the best record the bye will be determined randomly. No player can receive more than one bye in the tournament. A bye cannot be declined in order to preserve the option for a bye later. Byes will be treated as a win for tournament purposes.
Side Selection: Bidding for sides was tried last year and seemed to work well, so it will be used again this year and required in all games. Sides will not be determined by die roll (see exception below) or mutual agreement. The bidding process will be conducted as follows:
- Both players secretly write down their bid and reveal it simultaneously. Bids are the number of VPs players are willing to forfeit to their opponent at game start. Bids of “0” are allowed
- If both players bid the same amount, bid a second time and if still tied, repeat a third time
- Each bid should be recorded on the player information sheet provided by the GM
- If, after three successive attempts, the bids are still tied players will each roll one die, with the high roll winning. Roll as many times as necessary
- The player with the winning bid (or the high die roll) gets to choose the side they will play and immediately forfeits the number of VPs they bid (unless the bid was “0”, in which case there is no VP change)
Bidding Notes: A bid of 2 VPs was the mostpopular bid last year, although winning bids were as low as 1 (3 times) and as high as 4 (1 time).
Duration: We’ve seen the number of games that require adjudication growing in the last two years so we’ll be strictly enforcing time limits. Games in progress when time expires will be adjudicated by the GM and AGMs (The GM and AGMs will not adjudicate their own games). Complaints of slow play to the GM or AGM may result in players being put “on the clock”.
Rules Clarification: In all games rule 17.2 (British win games that end in a tie) and rule 17.3 (Instant Victory) are in effect.
Additional Prizes: Book (titles TBD) and other prizes will be given to at least the top six finishers. GMT will provide merchandise credit to the plaque winner.