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The "Flying Circus" Tournament
Format
This event has no set time except for the final Championship
flying circus Saturday. Otherwise, players are free to play at
any time during the week. This is a C-rated event; however, due
to the format, formal teaching of the game is accomplished by
arranging a time with the GM (most likely to be found in the
free-form gaming area). Since teaching takes less than five minutes,
you will be playing a game quickly and completing it within another
five to ten minutes. It is hoped that current players will be
willing to teach new players also. In fact, for those who are
car pooling to WBC, Ace of Aces is an excellent game to
learn and play while on the road (drivers excepted, of course).
So if you see anyone playing, just ask about it and see how fast
you can join the flying circus above the WBC. As the GM will
not always be available to resolve disputes, good sportsmanship
is vital.
Official registration and scoresheets can be done at anytime
with the GM (Doug Porterfield), so feel free to ask and enter
early. Scoresheets will also be available from the event kiosk.
Veterans, hopefully, will by wearing green Ace of Aces
buttons (designed and graciously provided by Greg Schmittgens
during previous WBCs). If you still have yours from a previous
year, please bring it.The game will be played using only the
beginners rules, except that aces will not be included.
Each player must have their own score sheet, provided by the
GM. For each game played, they must provide the opponent's name,
badge number, result of dogfight, whether shot down or escaped,
damage to each player, and your opponents initials. All results
must be returned to the GM or the event kiosk by noon Saturday.
Players must have at least 15 dogfights against ten different
opponents, with no more than five dogfights against the same
opponent. No more than 40 dogfights will be counted. Advancement
will be determined by highest point average of those qualifying.
Points are awarded as follows: 5 for shooting down opponent,
3 for battle that ends without shootdown if you have inflicted
more points than received, 1 for flight that ends in draw or
if you get away after sustaining more damage than inflicted.
The point total will be divided by the number of flights flown.
Ties will be broken by highest number of flights flown followed
by greatest difference in damage inflicted over damage received.
(Games played against opponents who do not register with the
GM will not count.) The tp six pilots (check the results on the
event kiosk for eligible pilots and alternates) will advance
to the Final. The Final will be a round robin. The winner will
be based on best record. In the Final, in the case of breaking
contact with the opponent, players return to page 170, so there
will be no draws. Ties will be broken by head to head record,
followed by another round of dogfights if needed. If still tied,
points inflicted vs points received will be the ultimate tie-breaker.
There will be four informal "Circus" heats as listed
above and in the program to aid players looking for matches but
play may be conducted at any time.
For the Final Fly-off, the Top Six Qualifiers will face each
other one-on-one for a total of five flights by each Ace. During
the Final Fly-off, each player will be using a set of Maneuver
Cards. The Maneuver Cards is a set of cards with one maneuver
per card. Instead of yelling out the maneuver, each pilot will
put their card down and flip over simultaneously to conduct the
turn.
The aerodrome is open. Prepare for battle.
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