| Updated June 18, 2026 |
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| Type: | Trial |
| GM: | Polcen, Mike (1st) |
| GM Contact: | mpolcen@verizon.net |
| Event Website: | N/A |
| Class: | B - Beginning Players Welcome |
| Style: | Continuous |
| Format: | SwEl - Swiss Elimination |
| Rounds: | 4 Swiss, Semifinal, Final |
| Round Length: | 2 Hours |
| Advancement: | Semifinal 4, Final 2 |
| Prize Level: | 1 |
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Rules And Scenarios For 2026
Swiss Round:
- Match 1: Salamanca (Attack on the French Left); base game. Players play both sides, total banners won determine winner
- Match 2: Vimiero; base game. Bid banners for side\
- Match 3: Talavera (Spanish Flank); Spanish expansion. Bid banners for side
- Match 4: Eggmühl (Day 1); Austrian expansion. Players play both sides, total banners won determine winner
Semifinal and Final
Advancement: The four players with the best won/loss/draw records in the Swiss Rounds advance to the Semifinal.
Tiebreakers:
- Head-to-Head (records of tied players during the Swiss Round)
- Record Against Common Opponents
- Differential of Total Banners Won less Banners Lost
- Dice Roll
Semifinal: Tamames; Spanish expansion. Bid banners for side.
Final: Wagram (Davout at Markgrafneusiedl); Austrian expansion. Bid banners for side.
Additional Tournament Rules:
- Card Redraw: After command cards are dealt, each player may discard one or two cards and draw replacements
- Leader Loss: Leader losses only count for banners if the leader was alone in the hex at the start of the moving player’s turn
Initiative Roll: Instead of playing a card, discard one and roll two battle dice
- Infantry Symbol: orders one infantry, anywhere on the map
- Cavalry Symbol: orders one cavalry, anywhere on the map
- Artillery Symbol: orders one artillery, anywhere on the map
- Flag: order any one unit or leader to “march move.” To march move, unit must not be adjacent to an enemy unit and may not move adjacent to an enemy unit. It may not battle this turn
- Saber: Remove one block from one unit. However, if Two Sabers are rolled, no blocks are removed. Instead, draw two command cards and keep one
- Clocks: The games will be timed (clocks to be provided). In Matches 1 and 4, each player will be allotted 30 minutes per scenario side. In Match 2 and 3, each player will be allotted 60 minutes of playing time. A player who runs out of time may continue playing. However, at the end of his current turn, he must turn in his cards and roll for initiative (see above) for the remainder of the game. If his opponent runs out of time, the opponent may finish his turn and the game ends
- Bidding: Participants may obtain their preferred side by bidding away banners. Bidding is blind and will continue in the event of tie bids. The number of banners in a successful bid count towards both your opponent’s won banners and scenario victory conditions
Additional Prizes: Additional Prizes will be provided by the publisher, GMT, for plaque winners.
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