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Blockheads at war ...
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 six. 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).
Official game rules are the latest living rules and clarifications
as posted on the Columbia Games web site (www.columbiagames.com).
Optional rules are not used, as follows::
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.
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