OMENS Pre-Con:
Vying for Mediterranean Supremacy
...
The Omens Pre-Con is seperate from WBC and requires
its own registration fee. Click on the Pre-Con link for pricing
information. Tribune level members may attend any and all Pre-Cons
AND WBC free of charge. For details see http://www.boardgamers.org/bpaterms.htm
The Hannibal Pre-Con is the crown jewel of WBC ... consistently
drawing the largest truly competitive field at the convention
in that many of those who enter are a threat to win it all.
The Hannibal tournament will be run in a pre-WBC slot
this year, adopting a Swiss format with continuous play of five
rounds of open swiss-style play. Players are free to drop in
and out as they please during the five rounds of swiss play.
However, playing in less than five rounds will decrease your
chances of winning the event and laurels. Wins and the tournament
point system will determine final ranks. Players bid PC markers
for choice of side. The high bidder gets choice of side, while
the opponent makes PC adjustments equal to the amount of the
winning bid.
This year initial matchups will be somewhat randomized. Rookies
will not face each other in the first round. The top eight seeded
players will not face each other in the first round, but will
be in the same bracket (possibly facing each other in the second
and subsequent rounds). There will be no medal round. Prizes
will be awarded based upon rank after five rounds of swiss play.
This year we will use A.R.E.A. ratings to determine a player's
strength of schedule and resulting tournament points (used in
breaking ties among players with the same W-L record).
The default rule set will be the Valley Games edition of the
rules (equivalent to the second edition rules previously published
on the web). Opponents may mutually decide to use the first edition
instead.
Tournament Rules
Hannibal: Rome vs. Carthage (HRC) GM: Stuart K. Tucker
CONTENTS
1.0 Event
2.0 Abbreviations
3.0 Format
4.0 Schedule
5.0 Matches
6.0 Choosing Sides
7.0 Scoring
8.0 Record Keeping
9.0 House Rules
1.0 EVENT DESCRIPTION
The game played will be Hannibal: Rome vs. Carthage. We
will use the Valley Games edition rules whenever players cannot
agree on which rule set to play. Valley Games published essentially
what has been known as the Second Edition rules (those web-published).
1.1 Class A Tournament. This is a class A tournament.
Once the rounds start, beginners will find that those of us who
know the game are more than willing to help weaker 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. Please, no kibitzing!
1.2 Compliance. Playing in this event requires compliance
with: all BPA rules and directives; tournament rules written
here; Game Master and Tournament Official authority; rules of
HRC; Questions and Clarifications; in that order. Failure to
abide by any of these is "cheating" as much as violation
of any game rule. Failure or refusal to follow any of these directives
is subject to discipline.
1.3 Rule Edition. The default edition is Valley Games'
rule set (equivalent to the web-published Second edition). By
mutual agreement, players may use the First Edition rules. If
opponents cannot agree on the edition to use, then if either
player has a copy of the Valley Games version, then it shall
be used. If only the Avalon Hill version is available to use,
then the players will use the web-published Second Edition rules.
2.0 ABBREVIATIONS
A.R.E.A. - Avalon Hill Reliability, Experience, and Ability player
information and rating service.
AGM = Assistant Game Master
BPA= Boardgame Player's Association
GM = Game Master
HQ = Headquarters
HRC = Hannibal: Rome vs. Carthage
PCs = Political Control Markers
TO = Tournament Official (GM or AGM)
TPs = Tournament Points
WBC = World Boardgaming Championships
3.0 FORMAT
The tournament will be conducted in "Open Swiss Format".
Every player who arrives with a copy of the game will be eligible
to participate in each of the five rounds. The top six players
after five rounds of swiss play will be determined by the tournament
point scoring system (7.0). In the possible event of two players
remaining undefeated after five rounds, they alone will play
a sixth round to determine the championship.
3.1 Playing Officials. Prior to the beginning of the tournament,
at least two Assistant GMs will be named to assist the GM. Any
TOs 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, another TO will
make a ruling by which the GM will abide.
3.2 Unplayed Rounds. Rounds unplayed for any reason will
be scored as losses, with no effect on A.R.E.A. rating. Players
receiving byes, receive credit for a win of 1500 TPs to simulate
an opponent (see 7.0 regarding tournament point scoring).
3.3 Withdrawal. Should you wish to withdraw from the tournament,
or any given round, at any time, for any reason, please contact
a TO as soon as possible and notify him of your intentions for
the currect game and for future rounds. Withdrawal without such
notification to a TO could jeopardize your standing in this and
future tournaments.
3.4 A.R.E.A. Rated. All game results will be submitted
by the GM to A.R.E.A. for the HRC ratings. This will include
withdrawals, concessions, adjudications and eliminator games.
3.5 Awards. Standard WBC prizes will be awarded for the
top players. Caesar's Laurels will also be awarded.
4.0 SCHEDULE
There will be five scheduled rounds of five hours each. After
the tournament begins, players should check in with the GM no
later than five minutes prior to the start of a round to ensure
a place in the next round of play.
4.1 Late Entry. Registration and entry to this event will
remain open. However, all unplayed rounds are scored as losses
earning 0 TPs. See 3.2 and 7.0.
4.2 Late Arrival. Players arriving late for the start
of any given round may have to forfeit that round, accepting
0 TPs but not affecting A.R.E.A. ratings. A late arriving player
may be matched at GM discretion with a weaker player (diminishing
the tournament points earned).
4.3 Slow Play. In order to keep on pace with the tournament
schedule, players are strongly encouraged to play with appropriate
speed to finish on time. If a player feels that his opponent
is unusually slow, please cordially urge speedier play and quietly
notify a TO of this situation as early in the game as possible
(see 4.51).
4.4 Time Limits. Rounds will end at the time specified
by the GM (the time limit can be extended by a few minutes at
the discretion of the TOs if the game is close enough to a finish).
Should two players be involved in a game that does not finish
by the allotted time limit, they must cease all play and leave
the game components in place. The two players involved should
attempt to reach agreement regarding a victor for that game.
If unable to do so, then the two players should notify TOs of
the need for an adjudication.
4.5 Adjudications. Uninvolved TOs will adjudicate the
game based on the existing position and their best judgement
(based upon whatever factors they feel are most important), awarding
a win to the player with the advantage (however small). All rulings
are final and not subject to appeal. Please do everything you
can to avoid putting the TOs into the position of having to adjudicate,
but if adjudication is required, accept the decision without
question.
4.51 Slow Games. If the game has not progressed sufficiently
to fairly award a result, then the TOs may allocate a loss to
either or both players for slow play. Such players will be warned
to speed up play in subsequent rounds or face additional sanctions.
4.52 Ties. If the TOs cannot determine that one player
has an advantage (however small) and deserves the win, then they
may decide to award a tie to each. In such a case, each player
receives half the number of TPs they would have had they won,
but for all other aspects of the tournament, each is considered
to have lost the game. Ties will be given only in the most extreme
circumstances in which the majority of TOs cannot decide which
player has the advantage.
5.0 MATCHES
The top eight seeded players will begin facing each other possibly
by the third round. New players (new to the HRC tournament and
having no A.R.E.A. rating) will not be matched against each other
nor the top seeded players in the first round. All other players
will be randomly assigned their initial match and location in
the match brackets.
5.1 Seeding and Brackets. Eight players will be seeded
in the brackets.
a) Seeded Players. The defending champion, second place,
and third place players from the previous year's WBC tournament
will be seeded 1, 3, and 5, respectively. The remainder of the
top eight seeds will be filled with the top-ranked active players
(other than those seeded by paragraph a) in the current A.R.E.A.
ratings list for HRC, in descending order. Absent players will
not affect other seeds, but instead their seeding will remain
empty and filled randomly (see 5.1e below).
c) A player with an A.R.E.A. rating in HRC that is 30+ months
inactive will be unseeded.
d) The top eight seeds will be distributed in the match brackets
such that they begin to meet each other starting on Round 3.
If they win, Seed 1 will play Seed 2 in Round 3; Seed 3 will
play Seed 4, etc.
d) New players. Defined as new to the HRC tournament and having
no A.R.E.A. rating, these "rookie" players will be
placed in the match list such that their first round game is
against neither another new player, nor a seeded player. Such
assignments to "rookie" slots in the brackets will
be determined randomly. They will be given an average starting
A.R.E.A. rating (5000) for purposes of awarding TPs (see 7.0).
e) All other players (i.e. unseeded "veteran" players)
will be randomly assigned slots in the bracketed match list (e.g.
drawing a random strategy card from the deck and using the number
at the top of the card to determine the order of assignment to
the brackets).
5.2 Subsequent rounds. On all following rounds, all players
who are present will be matched against players with the same
number of wins (if possible), and of similar standing on the
match list.
5.3 Rematches. Opponents that have previously faced each
other within the tournament will not be rematched during swiss
play. Should opponents find themselves rematched by accident,
notify the GM immediately so that an adjustment can be made.
5.4 Odd players. If an odd number of players exist at
the start of a round, then the most recent past champion may
receive an automatic bye. The TP value for the bye is 1500 TPs.
No player can obtain more than one bye in a tournament. No A.R.E.A.
adjustment is made for a bye game.
5.41 Passing the Bye. The player most eligible for the
bye may choose to pass the bye. The bye is then offered to the
next most-recent past champion. If none accept it, the bye is
offered to the lowest-ranking (see 7.6) player with a copy of
the game (and then next lowest, and so on). Then, the bye is
offered to the lowest-ranking player without a copy of the game
(and next lowest, and so on). Passing may be done by the next
player and so on, until the bye is accepted or we reach the GM
in the list of eligibility.
5.42 The GM must accept the bye when it is first offered
to him.
5.43 Once a player passes a bye, he is no longer eligible
to receive a bye in any future round until it has been offered
to all players who have not yet been offered a bye. If secondary
byes are passed, then the highest ranking non-former champion
without a copy of the game, by virtue of being the last eligible
to accept it, will be stuck with it.
6.0 CHOOSING SIDES
Sides for each match will be determined by bidding PCs. Any two
opponents may skip the bidding process if they agree to sides
of mutual satisfaction. Before making this decision, determine
which rule edition will be used (see 1.3).
6.1 Bidding. Players will bid for the right to choose
their preferred side.
6.11 To begin bidding, each player rolls one die. The
player with the higher die roll will make the opening bid. In
case of a tie, both players will roll again.
6.12 To make a bid, a player clearly states the number
of PCs (minimum of 0) which he is offering and the side he wishes
to play.
6.13 When offered a bid by an opponent, a player must
either accept or raise the bid.
a) Acceptance of the bid allows your opponent to play
the stated side he desires for the stated PC Adjustment (see
6.2).
b) Raising the bid amounts to offering a greater bid for
the same stated side. Simply state a higher PC bid than previously
mentioned.
6.14 When an opponent raises the bid, a player responds
by accepting the new bid or raising the bid. Raising may continue
until one player accepts a bid.
6.15 Bids may be of any amount, but must be in integers
(0, 1, 2, etc. ). An opening bid may be zero, but not less than
zero. A raise must exceed the last bid and be an integer.
6.2 PC Adjustment. After setting up the board for play,
but before the first turn cards are dealt, the player who accepted
his opponent's bid makes PC adjustments equal to the amount of
the final bid. The player may use each point of the bid to place
one friendly PC or remove one enemy PC (using a combination of
both in the same space if so desired and if more than one PC
was bid). Removed PCs must be non-walled, non-tribe PCs. Once
the PC adjustments are made, the game commences and is scored
as usual.
6.3 Example. Stuart and Karsten both roll a die, with
Stuart rolling higher. Stuart begins the bid by announcing "one
for Carthage," indicating that he will let Karsten have
a 1 PC adjustment if he allows Stuart to play the side of Carthage.
Karsten also wishes to pick Carthage to play, so he bids 2 PCs
for Carthage. Stuart counters with three, and finally Karsten
acquiesces. Stuart will now play the Carthaginians. Karsten (now
the Roman player) decides to use his 3 PC Adjustments as follows:
He spends one point to remove the Carthaginian PC in the Balearic
Islands. He then spends one point to place a Roman PC in the
Balearic islands. Thus, for the cost of two PCs Karsten has "converted"
the Balearic Islands from Carthaginian control to Roman control.
Finally, Karsten uses his last PC advantage to place a Roman
PC in a vacant space in Cisalpine Gaul.
7.0 SCORING
A.R.E.A. ratings will be used to determine a player's strength
of schedule, and consequently the tournament points (TPs) earned
for wins and losses.
7.1 Victories and Losses. For each match won, a player will
receive TPs equal to the A.R.E.A. rating of their opponent, and
a recorded A.R.E.A. win. The losing player will receive TPs equal
to one-tenth of the A.R.E.A. rating of their opponent, and an
A.R.E.A. loss.
7.2 Opponent credits. This rule has been voided, with
credits being covered now by valuation of wins/losses according
to A.R.E.A. ratings.
7.3 Withdrawals. In the event of a withdrawal, the remaining
player will be credited in the same way as if he won the game.
The withdrawing player will be credited the same as any other
loss. A.R.E.A. ratings will be affected in the same manner.
7.4 Concessions. Any two current opponents may agree to
terminate their match on any mutually-acceptable terms which
determine a victor. Games so concluded will be scored as any
others.
7.5 Time limit. Games that are not concluded on time will
be adjudicated as the GM deems appropriate. See 4.4.
7.6 Tournament Standing. A player's tournament standing
is first determined as stated in 5.1. In subsequent rounds, matches
are determined by the match list created at the start of the
tournament.
7.7 Final Tiebreakers. While it is unlikely that, after
all rounds of swiss play, the top players will have tied W-L
records and tied TPs, the following tiebreakers will be used
if necessary to determine the final standings to distribute tournament
prizes.
a) If only two players are tied, head-to-head results.
b) Sum of TPs accumulated by all opponents a player has beaten.
c) TPs of player most recently beaten.
d) Number of times you sacked Rome or Carthage.
e) Number of times you killed the opposing Hannibal or Scipio.
f) Number of victories in games that ended before Turn 9.
g) High card draw (by strategy card number).
8.0 RECORD KEEPING
Record Keeping is done by the combined use of two forms, the
individual Game Record and the Player Roster.
8.1 Game Record. Before each round of play, each game
will be issued a Game Record sheet. Record the information required
as it occurs during the game. At the end of each game, the winner
is personally responsible to see to it that the Game Record is
properly filled out, and handed to a TO. The GM will use the
Game Records to maintain the Player Roster.
8.2 Player Roster. The running record for the tournament,
and the information that the GM uses to determine the matches
for the next round is recorded on the Player Roster. Players
will be free to examine the roster as the tournament progresses
whenever the GM is not using it to establish match pairings.
Only the GM is authorized to write upon it.
9.0 HOUSE RULES
9.1 Setup. All units must be set up before the play of any
game commences. Errors caused by failure to do so properly will
be classified under 9.4. Players may agree to play by Second
Edition rules (this should be agreed prior to bidding for sides);
if no agreement is reached, then First Edition rules shall be
used.
9.2 Die Rolling. For any given die roll to be acceptable,
the die in question must be thrown in a standard manner established
at the beginning of the game by the contestants. The following
methods are suggested:
a) By hand into a transparent cup.
b) From a cup into a box lid, hitting at least one side of the
box and landing flat in the box.
c) Through a die roll tower, landing flat in the tray.
Reroll any die that lands outside the accepted area, or does
not land flat.
9.21 Other dice rolling devices may be used by mutual consent,
providing that the same principles apply. The dice must strike
a solid surface, change sides, then land flat, with a clear reading,
and remain within the confines of a specified area, or else be
rerolled.
9.22 Cocked and Out of Bounds. If the die lands out of the specified
area, or is not laying flat with a clear reading, it must be
rerolled.
9.3 Out of Turn. You are required to ask if your opponent
has finished his activity before you play a card or roll a die.
Clearly verbalize when your phase of a turn is over. Once your
opponent has played a card, or a die has been rolled, you may
not move or change anything more.
9.4 Illegal Moves. An opponent's actions that violate
the game rules and go unchallenged before you begin the next
phase stand as placed. It is up to you to catch all errors within
your own game while they can be corrected.
9.5 Card Play. Players should keep separate stacks of
the cards they each play. Players may look at cards that have
been played, but only for a brief period of time (less than one
minute). Players should refrain from excessive reference to the
decks of played cards; repeated referral to the decks of played
cards can be ruled as a form of slow play [4.3; 4.51]. A player
may not record cards that have been played, except for those
required by the Game Record.
9.6 Transport Rule. Carthage can transport 1 CU with a
general and obtain a 1 drm on the Naval table.
9.7 Mountain Crossings. If using the second edition rules
or the Valley Games rules, the optional rule on mountain pass
attrition is mandatory. That is, the modifiers are: Alps = 0;
Non-Alps = 2
9.8 OPTIONAL Messenger Intercepted. As a game balancing
mechanism in tournament play, players may agree to use this optional
rule (in truth this rule is meant to reduce the post-game whine
factor).
a) If players mutually agree, and write such agreement on their
game record sheet (e.g. "Using Optional Messenger"),
they may use this modification.
b) Whenever the Messenger Intercepted card is played as an event
(play as a 3-card is unaffected), the person playing the card
rolls one six-sided die and modifies the result by adding a number
equal to the current turn number of the game (i.e. 9 on the last
turn of the game; 1 on the first turn). If the modified die roll
result is 10 or lower, the event occurs normally. If the result
is 11 or higher, then the event card is discarded with no effect.
c) Example: Karsten is desperate in his comeback bid to beat
Dave, so he decides to use the event on Turn 9. He must roll
a 1 for the event to occur; on a 2-6 the modified result is above
10, making the card ineffective.
9.9 OPTIONAL Syracuse. In a nod to history and as a game
balancing mechanism in tournament play, players may agree to
use this optional rule.
a) If players mutually agree, and write such agreement on their
game record sheet (e.g. "Using Optional Syracuse"),
they may use this modification.
b) The Syracuse card is treated as a Event that must be played,
regardless of which player has the card. In effect, it is now
a dual-player event that has no other use than to trigger the
alliance for Carthage, and it cannot be postponed by play in
any other manner. Once played, it is still removed from the deck.
The GM typically provides consolation
prizes for certain categories of achievement during the first
four rounds consisting of books or wine.
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