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Commands & Colors: Napoleonics (CCN) Email GM Last updated July 14, 2022
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: John Kirk (5th Year)
Round Day Start Time Duration Location
Demo 1/1Tu171Exhibit Hall Annex Table #6
Round 1/4We92Foggy Goggle Front
Round 2/4We112Foggy Goggle Front
Round 3/4We132Foggy Goggle Front
Round 4/4We152Foggy Goggle Front
SemifinalWe182Foggy Goggle Front
FinalWe202Foggy Goggle Front
Epic DemoTu184Snowflake
Epic DemoTh154Fox Den
2022 Tournament Format  Swiss Elim

 

FIRST ROUND: Four, two-hour long, matches — with a 30 minute break for lunch. Every player may play four games in the Swiss rounds win or lose.

SCENARIOS: The four scenarios used in round one will be:

  • Austrian, game #306, Clash At Pordenone (15 April 1899). Participants will play both sides.
  • British, game #001, Rolica (French First Position) (17 August 1808).
  • Spanish / British, game #118, Ordal Cross (13 September 1813).
  • Russians / Allies, game #605, Austerlitz (2 December 1894) Russian Guardsmen.

All scenarios may be found at: https://www.commandsandcolors.net/napoleonics/

Please bring the base game and the British, Spanish, Russian, and Austrian expansions, if possible.

GMT RULES: The Round 4 game, Semifinals, and the Final will use the rules from the Generals, Marshalls and Tacticians (GMT) expansion. The GMT Rules can be found at this web site: https://www.commandsandcolors.net/napoleonics/the-game/ game-boxes/expansion-5.html

SEMIFINALS AND FINALS: Four Players will advance to a single game Semifinal, with two players advancing from the Semifinals to a single game Final. The two scenarios used in the Semifinals and Finals will be:

  • Austrians / Allies, game #508 Liebertwolkwitz - afternoon (14 October 1824).
  • Russians, game #219, Montmirail (11 February 1814).

RULE CHANGES:

    A Leader killed while accompanying a unit will NOT count as a banner UNLESS the Leader is alone at the start of the opponent’s turn.
  • A Player may discard one card of his or her choice and roll two dice for initiative. Infantry die sides orders Infantry, Cavalry orders Cavalry, Artillery orders Artillery, Sabers order a Leader and any accompanying troops, Flags are wild and order one unit of the player’s choice. The benefits of the discarded card are lost and the opposing player may not counterattack the discarded card.

CLOCKS: The games will be timed (clocks will be provided.) In game 1, each player will be allotted 25 minutes per scenario side and in each game thereafter, each player will be allotted 50 minutes of playing time per game. The Semifinals and Final will be untimed.

BIDDING: Participants may obtain their preferred side by bidding away banners. (Roll five dice to see who bids first. The player with the most sabers begins the bidding. Players may then any number of banners — including zero. Bids will REDUCE the number of banners required for their opponent to win the game. Bidding continues until one player accepts the bid of their opponent. Note that all banners will still count toward tiebreakers)

EPIC: In addition to tournament play, a multi-player Epic game will be played on Tuesday at 18 and Thursday in Fox Den at 15.

CONTACT INFORMATION: If you have any questions, please feel free to email GM.

Links:

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