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Battles of the American Revolution (BAR) Updated March 9, 2025
Type:Century
GM:Miklos, Mark (5th)
GM Contact:miklos91@bellsouth.net
Event Website:N/A
Class:B - Beginning Players Welcome
Style:Continuous
Format:SwEl - Swiss Elimination
Rounds:6 Swiss, Quarterfinal, Semifinal, Final
Round Length:5 Hours
Advancement:Quarterfinal 8,Semifinal 4, Final 2
Prize Level:4

You can play in as many Swiss rounds as your schedule will allow; win-lose or draw. The top eight players based on cumulative tournament points will advance to the single elimination Quarterfinal.

If one or more of the top eight qualifying players cannot continue in the tournament, the first alternate shall be the number nine seed, followed by the number ten seed and so forth until all eight places are filled.

Tournament points are scored as follows (winner/loser): Draw = +1/+1, Marginal Victory = +2/0, Substantial Victory = +3/-1, & Decisive Victory = +4/-2.

If a player surrenders before the end of a game, he shall suffer one additional loss-level while his opponent shall be awarded one additional victory-level. For example, a marginal victory that would normally be scored +2/0 would be amended to +3/-1 because of the surrender. Army morale and VP levels will be scored as-is.

Seeding for the first Swiss round will be based on AREA rating. Non-rated players will be randomly seeded at the bottom of the pool. After Swiss round 1 seeding will be based first on cumulative tournament points from among those players having played in previous rounds, next by AREA rating from among those players entering the tournament for the first time during the current round and finally randomly among the non-rated players entering the tournament for the first time during the current round.

Tie-breakers for the Swiss rounds will be awarded first according to cumulative army morale points, secondly by cumulative victory points, and finally by die roll if necessary.

Tiebreakers for the single-elimination Quarterfinal and Semifinal will be awarded first by army morale points and second by victory points scored in each swiss elimination round only and only if still tied, by die roll.

If a bye is necessary it will be offered first to the most recent past WBC champion present and then to other champions in reverse chronological order. If all champions have either taken a bye or passed, the player with the highest cumulative tournament points will be offered one, then the next highest, and so forth. No player is entitled to more than one bye until all eligible players have been offered one. Players receiving a bye will be awarded the average Tournament Points, Army Morale Points, and Victory Points scored by all winning players in that round.

Pairings in every Swiss round shall be highest vs. lowest. In a 12-person Heat, for example, the #1 seed will play #12, #2 will play #11, #3 will play #10, and so on.

Sides will be determined by gentleman's agreement or by a secret bid of at-start army morale points, i.e., how many at-start Army Morale points you are willing to surrender to play the side you bid for. Bids of zero are permitted. If there is no clear outcome after three rounds of bidding players will roll a die and high roll has choice.

Games & Scenarios

  • Swiss Round 1 - Guilford Courthouse, Campaign (5 hours)
  • Swiss Round 2 - Saratoga, Next Day Scenario (3 hours)
  • Swiss Round 3 - Brandywine Creek, Short Campaign Scenario (5 hours)
  • Swiss Round 4 - Eutaw Springs, Historical Scenario (3 hours)
  • Swiss Round 5 - Germantown, Campaign (5 hours)
  • Swiss Round 6 - Monmouth Courthouse, Lee’s Advance Scenario (3 hours)
  • Quarterfinal - White Plains, Howe’s Grand Assault (5 hours)
  • Semifinal - Newtown, Historical Scenario (3 hours)
  • Final – Pensacola (8 hours)

Links:

AREA