war of 1812 [Updated April 2009]

812     
  17   18   20  22      9     11 
   
  

   Lampeter;   Terrace, Table #1  

David Metzger, NY

2008 Champion

2nd: Mark Miklos, GA

3rd: Rob Doane, MA

4th: James Miller, VA

5th: Brad Raszewski, MD

6th: Wesley Chapman, IN
Event History
1999    Robert Mull     22
2000    Charles Hickok     26
2001    David Metzger     20
2002    David Metzger     21
2003    David Metzger     26
2004    Matt Calkins     35
2005    David Metzger     33
2006    Scott Cornett     24
2007    Scott Cornett     13
2008    David Metzger     12

Frank Cunliffe, PA
2009 GM

Demo: John Poniske, PA

Links

    Laurels

the eldest WBC wooden block game ...

This year War of 1812 will be run as a Swiss System throughout. The number of rounds will be determined by the number of entries, most likely five. Three rounds will be contested Tuesday evening, with the remainder starting Wednesday morning.

Pairings will be done randomly except that an attempt will be made not to pair two players who don't have a set with them. The first two rounds players may request not to be paired against family members or regular opponents. (Why come to Lancaster to play someone you game with every week?)

In later rounds players may be paired against each other a second time to prevent having to pair opponents two points apart.

Rounds will be capped at two hours and adjudicated by win probability die roll (seldom needed in this fast playing game). Players should try to agree on this probability rather than require the GM to arbitrate these odds.

Players verbally bid victory points for choice of sides. Bid adjustments apply only if the game lasts to the end of 1814 (the final game year). If tied in adjusted victory points, the American player wins (a moral victory, plus American militia has yet to crush Wellington's veterans at the Battle of New Orleans).

The 2008 edition will be the default version of the game played.

Replacements: Each odd number turn, players may add one CV to a unit that can trace supply (including through amphibious movement) back to Quebec (British), Albany or Pittsburgh (US). That is a total of five per campaign year. (Please remind your opponent if he forgets. Oversights, even in tournaments, should always be corrected.)

Unlimited Naval: Each side can rebuild naval forces as long as they never have more than six in play at a time.

Naval Removals: Instead of a naval build or naval move, a naval reduction can be performed among units in one lake and its adjacent towns. Remove any of these units. They become available for future builds.

Some additional rules clarifications:

Retreats: Units that retreat from a battle must move to the same town. A cavalry unit may move two towns, but only if it is the sole retreating unit. The militia rule does not apply to retreats. There are no restrictions about crossing borders on retreats.

Force March: Units may not force march when retreating. Units may not combine force marching with amphibious movement.

Delayed Reinforcements: When a reinforcement town is occupied by an opponent, reinforcements are not required to attack, but may do so on any future turn (including during a subsequent year). They may be combined and brought on with future year's reinforcements. Reinforcements left off-board do not count towards victory points.

 GM     Frank Cunliffe [2nd Year]   NA 
    fhc2@hotmail.com   NA

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