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the first of the date games
Tournament Format
A continuous, single elimination tournament featuring the first nine months
of the Campaign Game. Players will bid strategic towns to play the British
side. Pairings for the first round of play will be random. The number of
rounds played will be determined by the number of entries. All players, regardless
of experience, are welcome to play, but the game will only be taught at the
beginner's session.
Tournament Officials
Matt Burkins will be GM again this year. An assistant GM will adjudicate any
disputes involving any games the GM is playing. Feel free to write to the GM
at the addresses below with any questions about the tournament. A website is
maintained at http://www.avalonhillclassics.com
Special Tournament Rules
All rounds will be the first nine months of the Campaign Game. The players
will bid for the British side. Both players roll one die and the player with
the higher die roll starts the bidding. If the die rolls are tied, re-roll
until one player gets a higher roll. The winner of the die roll then bids
the number of strategic towns he will control as the British side to obtain
victory. The opposing player must then beat that bid if he wants to play
the British side. The players continue to bid in turn until one of the players
no longer wants to bid. The player with the high bid then takes command of
the British units. The British player wins by controlling the number of strategic
towns bid at the end of the September 1776 American turn; the American player
wins if the British player controls fewer towns than the bid. For victory
conditions only, Montreal and Quebec both count as strategic towns for a
total of 24 possible strategic towns in the game. All optional rules except
inverted and decoy counters will be used.
Bidding History for the 9-Month Campaign Game at the WBC:
British Bid
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British Wins
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British Losses
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7
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1
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0
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11
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1
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0
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12
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10
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3
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13
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13
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4
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14
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9
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8
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15
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2
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3
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Rules Interpretations
The 2nd edition rules will be used. An upgrade kit to convert 1st Edition Rules
to 2nd Edition Rules can be found at
http://members.tripod.com/bkrusmins/id1.html
Ignore Basic Game Rule VI.E. on page 6 of the 2nd edition rules.
There is no movement point cost to place units on the board.
The ports of Quebec, Philadelphia, and Wilmington (Delaware) are
considered frozen during Winter months.
The Continental Navy cannot act as a troop transport or a ferry.
Late Arrivals, Long Games and Byes
GMs are strongly encouraged to keep to the schedule. Please be on time. Late
arrivals will only be accommodated to facilitate the filling of a match to
the desired number of players. A player is considered late if he has not
submitted his badge to the GM before the GM has finished the pairings for
all the players who are already present and waiting to start.
Once again, due to scheduling concerns, the GM will (with the utmost reluctance)
adjudicate a game that exceeds the time limit. The GM will provide notice at
one hour, thirty minutes, and fifteen minutes prior to the end of the round.
Byes will be avoided or postponed whenever possible. A first round
bye will be given to the most recent past champion present. If additional
byes are necessary, they will be given in order of past champions
until all past champions have a bye. Any additional byes will be
given to players with a copy of the game, followed by players without
a copy of the game. No person will receive a second bye until all
remaining players have received one. A bye counts as a full win.
Changes from Prior Years
Chess clocks will be provided and used. Each player will begin the game with
90 minutes on the clock to use for movement. The clocks are not used for
initial set up and the combat phases. Once the time has run out, a player
can no longer move, although he may still attack. Time has run out when the
red flag drops at 12:00.
Other
Anyone who brings a copy of the 2nd edition of the game is assured a place
in Round 1. However, every effort will be made to accommodate those persons
who wish to play but do not have a copy of the game.
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