The "Flying Circus" Tournament
Format
This event has no set time except for the initial registration
and the final Championship flying circus Saturday at 2 PM. Otherwise,
players are free to play at any time during the week. This is
a C-rated event; however, due to the format, formal teaching
of the game is accomplished by arranging a time with the GM (most
likely to be found in the free-form gaming area). Since teaching
takes less than five minutes, you will be playing a game quickly
and completing it within another five to ten minutes. It is hoped
that current players will be willing to teach new players also.
In fact, for those who are car pooling to WBC, Ace of Aces is an excellent game to learn and play while on the road (drivers
excepted, of course). So if you see anyone playing, just ask
about it and see how fast you can join the flying circus above
the WBC. As the GM will not always be available to resolve disputes,
good sportsmanship is vital.
Official registration and scoresheets can be done at anytime
with the GM (Doug Porterfield) or Assistant GM (Tom Dunning,
also GM of Empire Builder), so feel free to ask and enter
early, as both of us should arrive early maybe even on Sunday
or Monday. Scoresheets will also be available from the event
kiosk. Veterans, hopefully, will by wearing green Ace of Aces buttons (designed and graciously provided by Greg Schmittgens
during previous WBCs). If you still have yours from a previous
year, please bring it.
The game will be played using only the beginners rules, except
that aces will not be included. The initial flying circus
will be Tuesday at 6 pm.
Each player must have their own score sheet, provided by the
GM. For each game played, they must provide the opponent's name,
badge number, result of dogfight, whether shot down or escaped,
damage to each player, and your opponents initials. All results
must be returned to the GM or the event kiosk by noon Saturday.
Players must have at least 15 dogfights against ten different
opponents, with no more than five dogfights against the same
opponent. No more than 40 dogfights will be counted. Advancement
will be determined by highest point average of those qualifying.
Points are awarded as follows: 5 for shooting down opponent,
3 for battle that ends without shootdown if you have inflicted
more points than received, 1 for flight that ends in draw or
if you get away after sustaining more damage than inflicted.
The point total will be divided by the number of flights flown.
Ties will be broken by highest number of flights flown followed
by greatest difference in damage inflicted over damage received.
(Games played against opponents who do not register with the
GM will not count.) The tp six pilots (check the results on the
event kiosk for eligible pilots and alternates) will advance
to the Final Saturday at 2:00 PM. The Final will be a round robin.
The winner will be based on best record. In the Final, in the
case of breaking contact with the opponent, players return to
page 170, so there will be no draws. Ties will be broken by head
to head record, followed by another round of dogfights if needed.
If still tied, points inflicted vs points received will be the
ultimate tie-breaker. There will be informal "Circus"
meetings Wednesday thru Friday as listed above and in program
to aid players looking for matches but play may be conducted
at any time.
Unchock the wheels and pull the prop.