bitter woods [Updated June 2006]

  18   9   14   19   


Randy Heller, NH

2005 Champion

2nd: Tom Gregorio, PA

3rd: Forrest Pafenberg, VA

4th: Marty Musella, VA

5th: Jeff Hacker, PA

6th: Lance Roberts, AK

Event History
1999    Phil Evans     19
2000    Randy Heller     16
2001    Rich Ogata     14
2002    Tom Gregorio     16
2003     Bob Ryan     17
2004    Bob Ryan     20
2005     Randy Heller     20

AREA Ratings:

GM: Roger Eastep


1. The version played will be the L2 Design Group Deluxe Bitter Woods edition.

2. The tournament will include a mulligan round, where the winners will advance to the third round, and the losers and entrants who don't play in the mulligan round may play in the first round. The first and subsequent rounds will be single elimination.

3. In the mulligan round, players may play any scenario agreed upon. The default scenario is the 38. Six Turn Tournament Scenario. In the first and subsequent rounds, the 6- or the 8-urn tournament scenarios, or the Patton's Relief scenario, may be played, and again, the 6-turn scenario is the default.

4. Rounds are limited to five hours.

5. Before the start of the game, the Allied Player must determine the location of the hidden fuel dumps (if any). The required die rolls are to be witnessed by the GM or an assistant GM. Record locations on a piece of paper and give it to the GM for later verification.

6. The sequence of play is to be utilized verbatim. The German Player must allocate reserves after the Allied Interdiction Phase, not during the German Movement Phase.

Use of Time Clocks

1. Should either player desire the use of a time clock, a clock must be used. Both players may select not to use a time clock, but risk the possibility of adjudication should they be unable to complete the game in the allotted time.

2. Each player is allocated two hours on his or her time clock. Games unfinished after five hours may be adjudicated.

3. Before starting the clock, the Allied Player places his or her at start units on the given map locations while the German Player
places his or her units on either their given map locations or the order of battle.

4. At this point, the time clock starts with the movement of units into their combat positions.

5. The clock is stopped after movement.

6. The clock is restarted after combat resolution.

7. The reserve movement phase is timed for the phasing player.

8. Players may not adjust their clocks or stop the clock for any other reason.

9. When one player's allocated two hours are up, he may no longer move units. The other player may continue to move and conduct combat, with the passage of turns, until he uns out of time, declares he is finished, or achieves the necessary victory conditions.

Clock Etiquette

1. Inform your opponent if he forgets to stop the clock.

2. If your opponent is running out of time, provide 10 minute, 5 minute, and 1 minute warnings.

3. If your opponent leaves the immediate area and you have completed your move, have someone witness you stop the clock.

4. A clock may be restarted to correct an error or bring on forgotten reinforcements only at the discretion of both players.

 GM      Roger Eastep  [1st Year]  16456 Tomawahl Dr., Gaithersburg, MD 20878   301-208-9354

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