DELUXE EDITION BITTER WOODS
Bitter Woods is an Operational Level game of the Battle
of the Bulge. The version played will be Deluxe Fourth Edition
Bitter Woods produced by the L2 Design Group.
The tournament will include a mulligan round, where the winners
will advance to the second round, and the defeated players and
entrants who didn'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.
1. Players are to determine sides by mutual agreement
or die roll prior to the determination of scenario played.
2. Once sides are determined the scenario played will
be determined:
A. Mulligan Round: The players can choose: The Patton's
Relief of Bastogne scenario or either player will roll one six
sided die to determine the scenario: a die roll of 1, 2, or 3
results in the six-turn 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.
B. First Round through Semi-Finals: The Patton's Relief
of Bastogne scenario or either player will roll one six-sided
die to determine scenario: a die roll of 1, 2, or 3 results in
the six-turn 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
C. Final: The Patton's Relief of Bastogne scenario is
the preferred scenario, however if not agreed to by both players,
the eight-turn tournament scenario as per the game's rules book
will be the scenario played during the Final Round.
3. Before the start of the game (six- and eight-turn
scenarios), the Allied Player must determine the location of
the hidden fuel dumps. These die rolls are to be witnessed by
the GM or an assistant GM. Record locations on a piece of paper
and place under a corner of the game map for later verification.
4. 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.
5. Rounds are limited to five hours.
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 Player
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 runs out
of time, declares he is finished, or achieves the necessary victory
conditions.
Clock Etiquette
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.
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