DELUXE EDITION BITTER WOODS
1. The version played will be the L2 Design Group Deluxe Bitter
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
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
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
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.