bitter woods [Updated April 2009]

BWD   
  18   9   14   19   
   9       
         

   Lampeter

 Tom Gregorio, PA

2007-08 Champion

2nd: Randy Heller, NH

3rd: Firrest Pafenberg, VA

4th: Bill Morse, VA

5th: Marty Musella VA

6th: Larry Hollern, TX
WBC Event History
1999    Phil Evans     19
2000    Randy Heller     16
2001    Rich Ogata     14
2002    Tom Gregorio     16
2003    Bob Ryan     17
2004    Bob Ryan     20
2005    Randy Heller     20
2006    Steve Likevich     21
2007    Tom Gregorio     21
2008    Tom Gregorio     22

Ed Witkowski, VA

2009 GM

Links

AREA Boardgamegeek
Laurels Consimworld L2 Design Group

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, 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.

Adjudication:
1. Matches which are not completed in the allotted time, may require adjudication.
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 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.

 GM      Ed Witkowski [2nd Year]  15403 Skyline Dr, Dumfries, VA 22025 
   edwski@comcast.net   703-624-2412

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