Change the Course of History in
a few Hours
The WBC Axis & Allies tournament will be using the Revised
(4th Edition) version of the Axis & Allies lineage. The format
is Swiss Elimination and the style is Continuous.
The first day will be three rounds of games in which players
will be randomly matched with a new opponent each round. The
top 25% of the players from the first day's games (rounded down
to two, four, or eight) will advance to the second day's Single
The tournament is played over the course of two days. It will
run Thursday and Friday, with the start times of the individual
rounds stated above. Each round is 4.5 hours in duration. This
allows (at least) a half hour break in between rounds of play.
Important- Keep track of the time left in a round of
play. The GM will alert the players at each hour mark as to how
much time is left in the round.
At the 4-hour mark of each round (i.e. 30 minutes left in
the round), the GM will announce that whatever "game round"
your game is currently in will be your last. At the end
of that full "game round", adjudication of the game
will be made.
The term "game round" refers to each power taking
a turn. The "game round" starts with the USSR and ends
with the USA. If the beginning of a "game round" coincides
with the reaching of the 4-hour mark, the game will be played
for one more "game round".
The 4.5-hour time frame is enough to finish at least five
"game rounds" minimum. While time limits can be a factor
in any tournament setting, try to keep your game moving towards
a definitive conclusion. If you feel that your game is moving
too slowly, please alert the GM.
Any attempt at "stalling" or "slow play"
will garner the offender:
First offense- warning
Second offense- forfeiture of the game being played
Third offense- expulsion from the event
This years' format will consist of three rounds of play on the
first day. The top two, four, or eight players (not to exceed
25% of the field) from the first day (based on record) will move
on to the SE play of the second day.
This will allow anyone to play up to three games regardless
of overall record while also making it possible for someone to
have a bad game (Those darn dice!) and still advance to the SE
play of the second day.
There will be three rounds of play in which the player match-ups
will be randomly determined in the first round. For the
second and third rounds, players are matched with opponents of
like records (as much as is possible).
Within each record group (2-0 vs. 2-0, etc.), the game match-ups
are determined by pairing the highest ranked player against the
lowest ranked player (then the second highest vs. the second
lowest, etc.) based on the same criteria used for advancement
to the SE play.
The criteria for advancement to the SE play is as follows:
1) Win-Loss Record*
2) In any case of a tied Win-Lose Record:
A) The player with the higher Victory Territory (VT) total from
all three games
B) The player with the greater IPC percentage increase total
from all three games
C) The player whose opponents had the better combined Win-Lose
D) The player whose opponents had the higher Victory Territory
(VT) total in all three games
*Use Head-to-Head play as a tie-breaker whenever applicable.
For the Single Elimination (SE) play the advancing players will
be placed into a SE bracket. Seeding of the players into the
bracket will be done based on the players' record from the first
Players with similar records are further ranked based on the
VT totals that the players amassed during the first day's games.
(Further tie breaking for seeding purposes will follow the system
used to determine player advancement to the SE play.)
The rule set that will be used for this tournament is the Larry
Harris Tournament Rules (v 1.3). No Appendix 3: Optional Rules
(National Advantages) will be used. Larry Harris Tournament Rules
(LHTR) can be downloaded at these sites:
Any questions that you have concerning the rule set and rules
clarifications can be sent to me at the email and snail mail
The determination of who wins a tournament game will be based
upon the control of Victory Territories (VTs). The Victory City
method of determining a winner will NOT be used. Each side controls
12 Victory Territories at the beginning of the game. The Victory
Territories are listed below.
If a player holds 18 (or more) VTs for a full round of game
play (From the end of a country's turn to the beginning of that
same country's next turn.), then that player automatically wins
In the event of a VT tie at the end of the game, whichever
side increased its IPC total is the winner. If the game is still
tied after reviewing the IPC totals, then the GM will make a
determination of the winner based upon the game situation at
the time the game ended.
If a player chooses to concede a game before it has reached
the 18 VT automatic win threshold or the game time limit (4.5
hrs), a default score of 19 VTs and +30 IPCs will be awarded
to the winner.
Bidding for Sides-
If the players cannot agree upon which side they will play, then
they will bid for the chance to play the preferred side.
Players roll one die and the higher roll wins the right to
start the bidding. The player who won the roll (Player #1) starts
with an IPC amount that he/she is willing to give to the other
player for the privilege to play the desired side. The other
player (Player #2) then decides if the bid is an acceptable amount
to receive for playing the undesired side. Player #2 can either
accept the amount bid by Player #1 or Player #2 can counter with
an IPC amount higher than that of Player #1. Bidding continues
until one player decides to accept the amount of IPCs offered
by the other player.
Player #1 rolls a 5, Player #2 rolls a 3. Player #1 starts the
bidding (The player who wins the privilege to start the bidding
can choose to defer the first bid to the other player.). Player
#1 puts forth a bid of "Allies (+4)".
What this means is that Player #1 wants to play the Axis and
is willing to give Player #2 4 IPCs to play the Allies. Player
#2 must either accept the bid amount to play the Allies or counter
with a bid greater than the one offered by Player #1.
Player #2 decides to counter with a bid of "Allies (+5)".
Now it is up to Player #1 to decide if he will accept 5 IPCs
to be the Allies or counter with a higher bid.
Player #1 changes his mind about wanting to play the Axis
and decides to accept the offer of 5 IPCs to play the Allies.
The player who accepts the offered IPCs receives that amount
from the bank. These IPCs can be split among the countries of
the accepted side in any manner that the player chooses. The
IPCs can be used to purchases units that are immediately placed
upon the board and/or the IPCs can be saved for use during that
country's turn later in the game. Units can only be placed into
territories or sea zones that that country controls. A controlled
sea zone is one that has units of that country in it. There is
no limit to the amount of units that can be added to one territory
or sea zone.
All matters of disagreement should be brought to the attention
of the GM and/or the Asst. GMs. The GM will strive to produce
a fast, but fair judgment. Because this is a Class (A) event,
players are expected to be very familiar with the rules. Please
take the time to read the Larry Harris Tournament Rules (LHTR)
to understand the changes that were made from the A&A Revised
Operations Manual (OM).
Various Axis & Allies
brand games. Table Tactics A&A accessory plastic parts.
Dice towers. Embroidered A&A button shirts all generously
provided by the GM.