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. 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 semifinal 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 semifinals
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. The GM will
alert players at each hour mark as to how much time is left.
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
made. 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,
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)
advancing to 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 elimination rounds.
There will be three rounds of play. The pairings will be randomly
determined in the first round only. Thereafter, players will
be matched with opponents of like records (as much as possible).
Within each record group (2-0 vs. 2-0, etc.), the pairings are
determined by matching 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 SE play.
The criteria for advancement to 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 Single Elimination (SE) play the advancing players will be
placed into a SE bracket. Seeding of the players into the bracket
will be based on the players' record from the Preliminary Rounds.
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 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 before the game 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 to play the preferred side.
Players roll one die and the higher roll starts the bidding.
The player who won the roll (Player #1) starts with an IPC amount
that he 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).