war of 1812 |
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Blockheads at war ... Now in its 35th year of publication, and still attracting the best-of-the-best wargamers ... the traditional opening night block wargame tournament: Three rounds of Swiss play Tuesday night will lead to an 8-player Single Elimination playoff. Playoff rounds can be scheduled at the convenience of players, but must be scheduled late at night each day if players cannot agree to an earlier start time. Swiss rounds will be capped at two hours and adjudicated by win probability die roll (seldom needed in this fast playing game). Players should try to agree on this probability rather than require the GM to arbitrate these odds. Players bid victory points for choice of sides (verbal auction -- not sealed bids). Bid adjustments apply only if the game lasts to the end of 1814 (the final game year). If tied in adjusted victory points, the American player wins (a moral victory, plus the Battle of New Orleans is yet to be fought). Preliminary rounds are scheduled by Swiss matching. Otherwise, matching will be done to avoid rematches and to delay the likelihood that team-mates, family members, and local friends will play each other. All players with three wins in Swiss competition will advance to the playoffs. Players with only two wins will advance based on a random drawing. A record of 2 wins and 1 loss is no different than 2 wins and 0 losses. Therefore, players who arrive late or otherwise skip a round, but still win twice have a chance to qualify for the playoffs. Seeding in the playoffs is according to the following priorities: 1. Separately seed opponents who are 3-0 in Swiss play. Laurels rankings for third through sixth places will be based on how well the opponent who defeated you placed. Official game rules are the latest living rules and clarifications as posted on the Columbia Games web site (www.columbiagames.com). Optional rules are not used, except for the following tournament rules: Replacements: Each odd number turn, players may add one CV to a unit that can trace supply (including through amphibious movement) back to Quebec (British), Albany or Pittsburgh (US). That is a total of five per campaign year. (Please remind your opponent if he forgets. Oversights, even in tournaments, should always be corrected.) Unlimited Naval: Each side can rebuild naval forces as long as they never have more than six in play at a time. Naval Removals: Instead of a naval build or naval move, a naval reduction can be performed among units in one lake and its adjacent towns. Remove any of these units. They become available for future builds. Some additional rules clarifications: Retreats: Units that retreat from a battle must move to the same town. A cavalry unit may move two towns, but only if it is the sole retreating unit. The militia rule does not apply to retreats. There are no restrictions about crossing borders on retreats. Force March: Units may not force march when retreating. Units may not combine force marching with amphibious movement. Delayed Reinforcements: When a reinforcement town is occupied by an opponent, reinforcements are not required to attack, but may do so on any future turn (including during a subsequent year). They may be combined and brought on with future year's reinforcements. Reinforcements left off-board do not count towards victory points. Last minute tournament details, previous tournament results, player aid forms, and other game-related web links are found at http://members.aol.com/_ht_a/rabdwombat/war1812.htm |
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updated 5/5/07 by kae. © Copyright 2007 by the Boardgame Players Association. Trademarks are property of their respective holders. |