monty's gamble [Updated April 2009]

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David Long, NC

2006-08 Champion

2nd: Andrew Cummins, UK

3rd: Jim Eliason, IA

4th: Ken Dunn, MD

5th: Mark Gutfreund, KY

6th: Tod Whitehurst, VA
Event History
2003    Walt Garman     11
2004     Mike Rinella     20
2005     Jim Eliason     22
2006    David Long     16
2007     David Long     14
2008     David Long     14

Nels Thompson, NY

2009 GM


AREA Boardgamegeek ConsimWorld
Laurels Rio Grande Games Download

Impulse movement in the low countries ...

Once again paratroopers descend on the Dutch countryside and struggle for control of Hell's Highway in Field Marshall Montgomery's daring plan to win the war by Christmas.

Monty's Gamble: Market Garden, is a recreation of the crucial opening days of Operation Market Garden, one of the largest paradrops in history. Focusing on the effort to open the road to relieve the British 1st Airborne in Arnhem, players command either the Allied forces attempting to force their way up through Eindhoven and Nijmegen, or the German defenders, who are attempting to deny them that passage.

While the Allies have a very marked advantage in firepower, they face constant time pressure, as the game is only four turns long, and any delay can prove the difference between victory and defeat. The Germans, while weaker in combat power, are not toothless, and opportunities exsist to sting an incautious Allied player with sharp counterattacks. However, time is the German's main weapon. Can they hold out just long enough to deny the Allies a win?

This is an area movement game, that is based on the same principles as Breakout:Normandy, and owes a greeat debt to that design. Experienced BKN players will be able to pick up the mechanics of MGM quite quickly. The playtime of a game of MGM is shorter than one of BKN, and the game is well balanced, with routs of one side or the other a quite rare occurence.

The tournament will use version 1.21 of the rules, which can be found posted at Consimworld. Link -!enclosure=.1dd26201

Class. This is a class "A" tournament. It is expected that players will own the game, have already read the rules, and know how to play. Those of us who know the game are more than willing to help less experienced players, give tips, pointers, and even informal lessons between rounds. However, no one can expect this of others. Do not plan on it in more than a casual way.

Spectators. Spectators are welcome, and encouraged, subject to the following rules:

a) Either player may ask any or all spectators (other than the GM or assistant GMs) to leave at any time.

b) Spectators may not make comments of any kind to players regarding a game in play, and players may neither solicit nor accept advice. Spectators may, however, alert the GM or assistant GM to anything noteworthy and may advise the players as to the previous position and other factual matters if asked by both players. Rules questions should be referred to the GM or an assistant GM, not to spectators.

Conduct. The GM reserves the right to penalize poor sportsmanship or other obnoxious behavior as he sees fit. Non-violent, non-disruptive complaining about bad luck is permitted however in the designated whining phase.

Format. The tournament will be conducted in "Single Elimination" format. Opponents will be randomly drawn prior to each round.

Game Ownership. It is expected that each player will own a copy of the game. If a player has not purchased a copy prior to the WBCs, copies will be available for purchase at the MMP booth. Newly purchased copies of the game must have their counters punched and ready to play BEFORE the start of the first round.

Playing Officials. Prior to the beginning of the tournament, two Assistant GMs will be named to assist the GM. Any Assistant GMs and the GM may participate as active players. They may play all rounds, competing for awards and prizes as any other contenders. Should a question or an interpretation arise in a game involving the GM, for which no written answer already exists, an Assistant GM will make a ruling that the GM will abide by.

Withdrawal. Should you wish to withdraw from the tournament, or any given round, at any time, for any reason, please contact the GM as soon as possible. Notify him of your intentions and turn in your individual Player Record.

Byes. If an odd number of players exist in a round, then a bye will be awarded. A bye is equivalent to a win. No player may receive more than one bye in the tournament. Byes will be offered first to past champions. If no past champion accepts a bye, then the bye will be awarded by random drawing of the remaining field.

Choosing Sides. Sides for each match will be determined first by player preference. Any two opponents may agree to sides of mutual satisfaction for any round. If the players both prefer the same side, they will bid supply points to see who will play that preferred side.

Bidding. Players will bid a number of supply points they are willing to give the opposing player at the start of the game for the privilege of playing the preferred side. The player who bids the most points will play the preferred side.

Secret Bids. Bidding will be conducted by one time secret bids. Each player will record secretly on his player record sheet his bid. After both players have recorded their bids, the bids are revealed. The player who bid the highest will play the preferred side. The player who bid the lower amount will play the non-preferred side. In the event of a tie, sides will be decided by a die-roll.

Awarding Supply Points. The non-preferred side will be awarded a number of supply points equal to the average of the two bids, fractions rounded up (FRU). These supply points are added to that player's supply track at the start of the game (and thus may be used only for purchasing impulses, not for refitting units). Example: Adam and Bob both wish to play the Germans. They secretly record their bids, (Adam bids 24, Bob bids 17). Adam is the high bidder and plays the Germans. Bob plays the Allies and receives 21 (average of 24 and 17 FRU) supply points at the start of the game.

Final. The two players participating in the Final may play the Basic Game or, if mutually agreed upon, the Extended Game. If there is any disagreement then the Basic Game is played.

Time Limit-Adjudications. Players should do their best to conclude the games in the allotted time. If a game is not concluded on time, adjudication will result.

Time Limit. All games must be concluded before the start of the next round. In the case of the last round of the day, either player may demand adjudication four hours after the start of a round.
Adjudication. Before adjudication, the players will be asked their honest opinion of who has won the game. If they cannot agree among themselves, adjudication will occur. A panel consisting of the GM and two assistant GMs will adjudicate all unfinished games. The panel will take into account their perceptions of the relative speed of the two players when adjudicating. Their deliberation will be secret, and their decision will be final. There will be no ties.

Recusals, Deputies. The GM or an Assistant GM will not adjudicate a game in which they have an immediate interest. If necessary the GM may appoint (willing) deputies to fill out the panel. If necessary, the GM may rule alone.

Slow Play. Deliberate slow play will not be tolerated. If you feel your opponent is deliberately playing slowly, inform the GM, or an Assistant GM immediately. The GM reserves the right to disqualify a player for deliberate slow play.

Winner, Places. The winner of the Final will be the winner of the tournament. The other finalist will be awarded 2nd Place. The other semi-finalists will be awarded 3rd thru 6th place based on the finish of the player who eliminated them.

Record Keeping. It is the responsibility of every player to keep accurate records. The GM will provide each player a tournament record sheet. Each player is responsible for filling out that sheet, and turning it in to the GM at the end of each round.

A.R.E.A.: All games will be A.R.E.A. rated. The GM will submit all game results for A.R.E.A. ratings. This will include withdrawals, concessions, and adjudications (but not Byes or forfeits). No chits need be exchanged. In future years A.R.E.A. ratings may be used to determine the average strength of schedule for tiebreaker purposes.

Set up. All units must be set up before the play of any game commences. Players are responsible for the set up of their own units. If an error is found to have occurred after the start of play, players should make every attempt to place the unit where it should have been.

Dice rolling. To avoid disputes and speed play the following dice rolling rules are in effect. All die rolls should be made into a box lid, dice tower, or similar device. This speeds play, prevents dice from disturbing the playing board and reduces the incidence of cocked dice. For combat dice rolls the attacking player rolls all four dice at the same time. This greatly speeds play, and avoids one players dice disturbing the other player 's dice after they have settled. The German player should roll their infiltration attempts. For bridge repair attempts, the moving player should roll. This avoids any dispute over who should roll. In the event that any dice in a combat roll are either out of bounds or cocked, all four dice are to be rerolled. This prevents any newly rolled dice from disturbing already settled dice.

Finished Impulse. You should make it clear when your present impulse is ended. Once your opponent has moved one of his units, or a die has been rolled, you may not move or change anything more. Similarly you should make it clear when you have finished your Refit and Regroup phases.

Illegal moves. An opponent's actions that violate the game rules and go unchallenged before you begin the next impulse/phase stand as placed. It is up to you to catch all errors within your own game while they still can be corrected.

Acts of God: If something unanticipated happens, the GM in consultation with the Assistant GMs can change the rules.

Supplementary Prizes: Multi-Man Publications will supplement the WBC plaques with merchandise credits of $10 per prize level.

 GM      Nels Thompson  [1st Year]   NA   NA

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