Change the Course of History in
a few Hours
The WBC Axis & Allies tournament will be using
the Revised (4th Edition) version of the Axis & Allies
lineage. New for 2010: The A&A 1942 edition
may be used for play in the event, but only if both players agree
to its use.
The format is Swiss Elimination and the style is Continuous.
Three rounds of preliminary play will determine the top four
players. These players will then advance to the semi-final round
of play. See the format section below for advancement details.
The tournament is played over the course of two days. There are
two preliminary rounds on Saturday and one on Sunday. The semi-finals
and Final are played on Sunday. The start times of the individual
rounds is stated above. Each round is 4.5 hours in duration.
Important- Keep track of the time left in a round of play. The
GM will alert the players at each hour mark as to how much time
is left in the round.
At the 4-hour mark of each round (i.e. 30 minutes left in the
round), the GM will announce that whatever "game round"
your game is currently in will be your last. At the end of that
full "game round", adjudication of the game will be
The term "game round" refers to each power taking a
turn. The "game round" starts with the USSR and ends
with the USA. If the beginning of a "game round" coincides
with the reaching of the 4-hour mark, the game will be played
for one more "game round".
The 4.5-hour time frame is enough to finish at least five "game
rounds" minimum. While time limits can be a factor in any
tournament setting, try to keep your game moving towards a definitive
conclusion. If you feel that your game is moving too slowly,
please alert the GM.
Any attempt at "stalling" or "slow play"
will garner the offender:
First offense- warning
Second offense- forfeiture of the game being played
Third offense- expulsion from the event
The event format consists of three rounds of preliminary play
with the top four players from the preliminaries (based on record)
moving onto the SE play.
This will allow anyone to play up to three games regardless of
overall record while also making it possible for someone to have
a bad game (Those darn dice!) and still advance to the SE play.
There will be three rounds of play in which the player match-ups
will be randomly determined in the first round. For the second
and third rounds, players are matched with opponents of like
records (as much as is possible). Within each record group (2-0
vs. 2-0, etc.), the game match-ups are determined by pairing
the highest ranked player against the lowest ranked player (then
the second highest vs. the second lowest, etc.) based on the
same criteria used for advancement to the SE play.
The criteria for advancement to the SE play is as follows:
1) Win-Loss Record*
2) In any case of a tied Win-Loss Record:
A) The player with the higher Victory Territory (VT) total from
all three games
B) The player with the greater IPC percentage increase total
from all three games
C) The player whose opponents had the better combined Win-Loss
D) The player whose opponents had the higher Victory Territory
(VT) total in all three games
*Use Head-to-Head play as a tie-breaker whenever applicable.
Single Elimination Rounds-
For the Single Elimination (SE) play the advancing players will
be placed into a SE bracket. Seeding of the players into the
bracket will be done based on the players' record from the Preliminary
Players with similar records are further ranked based on the
VT totals that the players amassed during the Preliminary Rounds.
(Further tie breaking for seeding purposes will follow the system
used to determine player advancement to SE play.)
For games using the Revised Edition, the rule set that will be
used for this tournament is the Larry Harris Tournament Rules
(v 2.0). No Appendix 3: Optional Rules (National Advantages)
will be used. Larry Harris Tournament Rules (LHTR) can be downloaded
For games using the A&A 1942 Edition, the Out-of-the-Box
(OotB) rules are the ones to be used.
There are enough differences between the two rule sets that
one must be familiar with said differences before choosing to
play the A&A 1942 Edition. The onus is upon the individual
participant to understand this and all players will be warned
ahead of time to this effect.
The determination of who wins a game will be based upon the control
of Victory Territories (VTs). The Victory City method of determining
a winner will NOT be used. Each side controls 12 Victory Territories
at the beginning of the game. The Victory Territories are listed
If a player holds 18 (or more) VTs for a full round of game
play (From the end of a country's turn to the beginning of that
same country's next turn.), then that player automatically wins
In the event of a VT tie at the end of the game, whichever
side increased its IPC total is the winner. If the game is still
tied after reviewing the IPC totals, then the GM will make a
determination of the winner based upon the game situation at
the time the game ended.
If a player chooses to concede a game before it has reached
the 18 VT automatic win threshold or the game time limit (4.5
hrs), a default score of 19 VTs and +30 IPCs will be awarded
to the winner.
Bidding for Sides-
If the players cannot agree upon which side they will play, then
they will bid for the chance to play the preferred side.
Players roll one die and the higher roll wins the right to
start the bidding. The player who won the roll (Player #1) starts
with an IPC amount that he/she is willing to give to the other
player for the privilege to play the desired side. The other
player (Player #2) then decides if the bid is an acceptable amount
to receive for playing the undesired side. Player #2 can either
accept the amount bid by Player #1 or Player #2 can counter with
an IPC amount higher than that of Player #1. Bidding continues
until one player decides to accept the amount of IPCs offered
by the other player.
Player #1 rolls a 5, Player #2 rolls a 3. Player #1 starts the
bidding (The player who wins the privilege to start the bidding
can choose to defer the first bid to the other player.). Player
#1 puts forth a bid of "Allies (+4)".
What this means is that Player #1 wants to play the Axis and
is willing to give Player #2 four IPCs to play the Allies. Player
#2 must either accept the bid amount to play the Allies or counter
with a bid greater than the one offered by Player #1.
Player #2 decides to counter with a bid of "Allies (+5)".
Now it is up to Player #1 to decide if he will accept five IPCs
to be the Allies or counter with a higher bid.
Player #1 changes his mind about wanting to play the Axis
and decides to accept the offer of five IPCs to play the Allies.
The player who accepts the offered IPCs receives that amount
from the bank. These IPCs can be split among the countries of
the accepted side in any manner that the player chooses. The
IPCs can be used to purchases units that are immediately placed
upon the board and/or the IPCs can be saved for use during that
country's turn later in the game. Units can only be placed into
territories or sea zones that that country controls. A controlled
sea zone is one that has units of that country in it. There is
no limit to the amount of units that can be added to one territory
or sea zone.
All matters of disagreement should be brought to the attention
of the GM and/or the Asst. GMs. The GM will strive to produce
a fast, but fair judgement. Because this is a Class (A) event,
players are expected to be very familiar with the rules. Please
take the time to read the Larry Harris Tournament Rules (LHTR)
to understand the changes that were made from the A&A Revised
Operations Manual (OM).
Various Axis & Allies
brand games. Table Tactics A&A accessory plastic parts. Dice
towers. Embroidered A&A button shirts and embroidered A&A
paratrooper bags all generously provided by the GM.