1. The version played will be Deluxe Edition Bitter Woods by L2
Design Group. Players are to determine sides by mutual agreement
or die roll prior to the determination of scenario played. Once sides
are determined, either player will roll one six sided die to determine
scenario: a die roll of 1, 2, or 3 results in the six-urn tournament
scenario as per the game’s rules book, whereas a 4, 5, or 6 results
in the eight-turn tournament scenario as per the game’s rules book.
B. 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 within the allotted time. Protocol for the use of time clocks will be distributed by the GM to the players at the start of the tournament.
2. The tournament will include a mulligan round, where the winners will advance to the second round, and the losers and entrants who don’t play in the mulligan round may play in the regularly scheduled first round on Wednesday morning. The first and subsequent rounds will be single elimination.
3. Rounds are limited to five hours.
4. 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
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.
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.
updated 5/8/07 by kae.
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