Blockheads at war ...
Tourney Format: We will be playing a three-round swiss
followed by two Single Elimination rounds for the top four players.
Games will be capped at two hours and adjudicated as necessary.
No such adjudications were required last year. The first round
will be seeded by AREA ratings. All games will be played to a
win or loss; no draws.
Players will play for the ten point VP. After the last turn
of the game if there has not been an automatic victory, the player
with the most VPs will win. If tied, the player with the most
enemy cities and points from the lakes will win the first tie
breaker. If still tied, the most troop points wins. If still
tied, a die roll will decide it.
Tie breakers for advancing to the SE rounds will be:
1. number of wins
2. head to head record
3. Winning % of all opponents
4. Area ratings of all opponents
We use two variants or House Rules:
Replacements: Each player may add one CV to a unit
that can trace supply back to Quebec (British), Albany or Pittsburgh
(US) each odd number turn. That is a total of five per campaign
Unlimited Naval: Each side can rebuild Naval forces
as long as they never have more than six in play at a time.
that both agree may use the unofficial Advanced rules by Jim
Lawler found at the CG website. However, if either player refuses,
then we play according to the most recent version and the tournament
variants. The biggest differences in the latest version of rules
from Columbia are the Force March Rules. Columbia's latest version
also includes Dragoons.
More info will be at the website http://www.geocities.com/beefer19/war_of_1812.html