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Panzerblitz (PZB) Email GM Updated July 1, 2023
Class C: Coached Inexperienced players welcome. The game will be taught to anyone present at the scheduled starting time. All players are expected to help newcomers. GMs may also schedule a demonstration for the Event.
Schedule  GM: Rick Northey (11th Year)
Round Day Start Time Duration Location
Demo 1/1FSa92Exhibit Hall Annex #1
Round 1/7FSa105Winterberry
Round 2/7FSu95Winterberry
Round 3/7Mo95Winterberry
Round 4/7Tu95Winterberry
Round 5/7We95Winterberry
Round 6/7Th95Winterberry
Round 7/7Fr95Winterberry
2023 Tournament Format Swiss Elimination

This year’s tournament is planned to be a transition year in preparation for the 50th anniversary of PanzerLeader (1974-2024), the first expansion of the PB/PL/AIW series.

At WBC, the tournament is run as a coached event. This means that any player need only show up between 0900 and 2100 any day of the convention, be coached through a game and then play a game on their own. The GMs will provide battle situations, from extremely fast and simple to longer and complex, for play.

Players may also bring their own games and situations for play during the week. Any situation for PB/PL/AIW, including do your own, are allowed for play pending GM approval. For the semifinal and final, the situations are chosen from a preselected list provided by the GMs at the start of the tournament, 5 for PanzerBlitz and 5 for PanzerLeader.

Why play this old game? Simplicity. It is a great boardgame! Maybe it is pleasing to the old grognard brain or maybe it is because of the elegance of design and fast play. PanzerBlitz is a game with a short book of rules. PanzerLeader expanded those rules to include plotted indirect fire, opportunity fire, infantry double time, and aircraft. PanzerLeader has the feel of a more interactive tactical game, while adding a minimum of rules. Arab Israeli Wars added a few more rules and improved upon PanzerLeader. All three game versions offer optional and advanced rules for those grognards looking for more choices.

You can tailor the game situation to play to your learning curve. A skirmish of small forces can be played in an hour, or a large battle can take all day into the night to finish. And it is different every time as there are many, many historical and hypothetical situations to choose from. In addition, the gamer can create their own battle to re-enact. This can be a detailed historical situation, with accurate order of battle and terrain. It can also be a build your own force with to play for an objective on a pre-selected terrain board. With so many choices to choose from, with the ease of play, and with all the support of 50 years of written materials, it is a game that cannot be missed on anyone’s gameplay bucket list. A play of this old game is worth the experience of boardgame design history! Today, the games are still valuable, and are often for sale used, and very rarely unused, sealed, on the resale market. So, access to the game is fairly easy to come by. Read the rules, play a situation and be ready for the WBC tournament.

PanzerBlitz, PanzerLeader, and Arab Israeli Wars will be played as separate game versions within the PZB game series tournament. Pairs of players may play each other three times, once playing PZB, once playing PZL, and once playing Arab Israeli Wars, the winners of each game receiving 10 points, as opposed to 2 points for the second game, plus bonus points as usual. Subsequent games between the same players award the winners 2 points.

1. Free Form Format - This Tournament uses a Swiss Elimination format for the preliminary round followed by a Single Elimination format for the four players with the best performances during the Swiss segment. Entrants may play multiple games during the preliminary Swiss segment anytime during the first seven days. Best performances will be determined as described below in paragraph 6.

2. Schedule - The schedule consists of seven daily heats. The Swiss Segment ends on Friday at 2300 hours, at which time the four players with the best performances during the Swiss Segments will advance into the Single Elimination Playoffs. All games played during the Swiss Segment will be used to determine the top four players. The two-round playoffs begin Saturday with the semifinals at 0900 hours.

3. Scenarios - Either PanzerBlitz or Panzer Leader or Arab Israeli Wars may be played with the former the default version in the event no agreement can be reached. Players can play any scenario that they and their opponent agree to during the preliminary rounds, with GM approval. The GM will provide five PanzerBlitz scenarios and five PanzerLeader scenarios to choose from for the semifinal and final playoff play. The players in the semis and final will be asked to rank 10 scenarios from the GM list in order of preference that they want to play. A value of 10 will be given to the highest ranked scenario, 9 to the second highest and so on down to a value of 1 for the tenth ranked scenario. The highest combined ranked scenario will be the one that is played for that match. If there is a tie in the rankings for the highest number of points, the scenario with the smallest differential between the tied player selections from these rankings will be the scenario. In the unlikely event that there is still a tie after this tiebreaker, a die will be rolled to determine which of the two scenarios will be played.

4. Optional Rules - See rules for PanzerBlitz and Panzer Leader and AIW, players must agree before play starts to include optional and advanced rules. Otherwise, the game is to be played with the basic rules.

5. Single Elimination Play-Offs - Four players from the Swiss segment will play in the two-round single elimination Final. All Swiss rounds must be concluded by 2300 on Friday to count towards the calculation of the playoff rounds. The GM will post the match assignments for the semifinal by 2330, Friday. The semifinal round will begin at 9:00 AM Saturday. If any of the four players qualifying for the semifinal fail to appear at the Kiosk by 0900, Saturday, they will be dropped from further participation in the playoffs. Players who finished lower than 4th in the Swiss segment may move into the Single Elimination rounds if they are present at the Kiosk on Saturday at 0900, when higher rated no-shows are officially dropped. The 1st place finisher will play the 4th place finisher and the 2nd place finisher will play the 3rd place finisher. If players qualifying for the Final round do not intend to participate, they should alert the GM as soon as possible so that lower ranked finishers may be moved up to play in the single elimination portion.

6. Player Challenge – A player may challenge any of the top four players on the leader board if the challenging player stands a chance to move into the top four if they defeat the player they are challenging. Top four players are responsible to check the leader board for challenges and arrange for the game. The last chance to challenge will be on Friday at noon, so the game can be completed by 2300. If the player being challenged does not make time for the game, then they forfeit, and may lose their position on the leader board. The GM will be available to resolve any disputes concerning a challenge game.

7. Player Performance Ratings -

  • All game results and performance ratings will be posted and updated as the results are reported.
  • Performance ratings will be based upon the three best games played by a participant.
  • Games more than your three best games will not add, nor detract from your performance rating.
  • Performance ratings for a player will be obtained as follows:
    • Ten points for each win against an opponent in the first match between two common players.
    • Two points for each win against an opponent in the second match between two common players.
    • If players select a scenario that allows for a draw ending, and their game ends in a draw, both players will be awarded four points each.
    • Players will earn one point for a loss.
    • Finally, a player receives two bonus points for each victory tallied by an opponent THAT YOU DEFEATED or HAD A DRAW against, up to a maximum of three wins (six bonus points) for that opponent. NOTE: The bonus points count towards your final score if they are for one of your three best games. You do not get bonus points for a loss.

8. Performance Rating Tiebreakers

  • Head-to-head play (points earned vs. that opponent) is the 1st tiebreaker
  • Points scored VERSUS mutual opponents is the 2nd tiebreaker
  • Points scored BY mutual opponents is the 3rd tiebreaker
  • Points scored BY all opponents is the 4th tiebreaker
  • Die roll is the 5th tiebreaker

9. Multiple Games - Entrants may play every day during the Swiss segment, if so desired. Entrants may play multiple games during the Swiss segment. While you can play the same opponent multiple times, note that players can only earn ten points for a win versus an opponent during their first match against that opponent. An additional ten points can be earned if two players play another of the three games in the series (PB/PL/AIW) that they have not already played.

10. Match Assignments - The GM will assist in determining match pairings during the free form segment; however, players can seek each other for matches independent of the GM assignments. The exception is for player challenges.

11. Admin - Each player will be given a sheet to record the essential elements of their game. These elements will include the scenario played, which player played which side, the winner and other important game elements. The sheets must be handed in to the GM to have the match be considered official and completed.

12. Missing Participant - If an assigned opponent does not appear for a mutually agreed upon start time (Challenge/Semifinal/Final), the GM will forfeit the game to a player who is waiting. The player who is waiting must alert the GM that a forfeit is imminent within 15-minutes of the start time listed on the Match Card. If the tardy opponent fails to appear, the game will be forfeited to the player who is waiting at 20-minutes past the start time on the Match Card. There is no deviation from this procedure; therefore, if a waiting player alerts the GM beyond the specified 15-minute alerting period, there will be no forfeit; instead, the game will be cancelled.

13. Judgement - The GM (or assistant GM if the game involves the GM) reserves the right to adjudicate any game at the end of the time limit for the round. If one player is moving at a significantly slower pace than the other, this will be considered in the adjudication.

14. Order of Finish - WBC rules require submission of a Winner Claim with the top six players listed in order (although there may be no prizes for some of these finishes for this event). At the end of the Swiss, players will be ranked in order from 1 to 6. The final 5th & 6th places will be determined from these standings.

15. AREA Ratings - The GM will submit the results of ALL games played for inclusion in the AREA ratings.

Additional Prizes - The GM will provide dioramas as trophies for first, second, and third place finishers