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
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, one 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.
1. Matches which are not completed in the allotted time, may
2. *IMPORTANT* Adjudication will be performed only by the GM
and the two assistant GMs.
3. ALL other participants will be asked to leave the area around
the game being adjudicated.
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 clock. Games unfinished
after five hours may be adjudicated.
3. Before starting the clock, the Allied Player places his at
start units on the given map locations while the German Player
places his units on either their given map locations or the order
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.
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.