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Wilderness War (WNW) Email GM Updated July 3, 2023
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: Grant LaDue (3rd Year)
Heat/Round Day Start Time Duration Location
Demo 1/1Tu181Exhibit Hall Annex #2
Round 1/4Fr94Fox Den
Round 2/4Fr134Fox Den
Round 3/4Fr174Fox Den
Round 4/4Fr214Fox Den
SemifinalSu94Seasons
FinalSu134Seasons
2023 Tournament Format  Swiss Elimination

COME CELEBRATE THE 20 YEAR ANNIVERSARIES OF WILDERNESS WAR AND THE WBC TOURNAMENT! There will be a celebration!

TOURNAMENT FORMAT AND SCHEDULE

The format of the tournament will be Swiss Elimination. The rounds will be continuous. The time limit will be four hours per round. There will be little time between rounds. The default times for the Semifinal and Final (if necessary) are scheduled for Sunday but these games may be played at any time on Saturday if mutually agreed to by the participants and the GM.

The top 4 players from the Swiss rounds will advance to the Semifinal if necessary. With 16 or fewer players, the tournament will be completed on Friday.

There will be a demo of the game on Tuesday. New players should stop by to begin learning this great game!

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. The use of a cell phone, tablet, computer, or blackberry while playing is not allowed.

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 because 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 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 end of the game.

SEEDINGS/PAIRINGS/BYES

The eight players with the highest AREA rating will be seeded. If there are less than 16 players in the tournament this number will be adjusted downward accordingly. Each of the seeded players in Round 1 will play a random unseeded player and any excess unseeded players will be paired randomly amongst themselves. In the following rounds pairings will be completely random.

If there is an odd number of players in Round 1, then the highest finishing player from last year who is playing will get a bye. If there is an odd number of players in subsequent rounds, then an eliminated player from a previous round will be recruited to play as an Eliminator. If an Eliminator cannot be found, then the highest eligible finishing player from last year 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 defeats (zero points are earned for a loss). For the purposes of resolving ties when determining the 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 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 as 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 possible. Therefore, when announcing pairings after Round 1, the GM will also announce the sides or whether sides should be determined randomly.

Additional Prizes: GMT will usually offer merchandise credits to the top three players. The GM will award period replicas to at least the top three players.

Links:

AREA