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Impulse movement in the low countries
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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 - http://talk.consimworld.com/WebX?233@199.SPuldXHkKLj.54@.ee6f72a!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. |