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Washington’s  War (WWR)

BEGINNERS WELCOME:
You may play if you have read the rules, played previously, or participated in a scheduled demonstration. The GM will be available for one hour in Exhibit Annex to teach the game. Be on time. The GM will remain for only 15 minutes if no one is present.

Demonstration: Thursday 18 @ Exhibit Annex Table 1

Round 1/7: Saturday @ 9 - Ski Lodge Maple Room


 

Keith Wixson: GM (3rd Year)

2006 Hobby Service Award

2 Top Six GM nominations

GM Email:

 

 

 

 

Links:

BGG Link AREA consimworld Laurels

 

   

WASHINGTON'S WAR TOURNAMENT FORMAT AND SCHEDULE
The format of the tournament will be Swiss Elimination. There will be four rounds of Swiss play to determine the eight quarterfinalists who will advance to the elimination rounds. Rounds will be continuous, starting at 0900 on Saturday. The time limit will be 2.5 hours per round. There will be very little time between rounds, and I expect to finish late Saturday. The championship game may be played on Sunday if mutually agreed to by the participants and the GM.

All undefeated players after three rounds will be given a bye for Round 4 and will advance automatically to the Quarterfinals.

TOURNAMENT RULES
All games will be played with the following special rules meant to address play balance and to speed play:

(a) The British at start For the King PC bonus is increased from two PCs to three PCs.

(b) The colony restrictions for the For the King PCs are eliminated. They may now be placed in any colony. The placement restrictions of Rule 10.11.B are otherwise unchanged.

(c) Whenever the British player plays either the Declaration of Independence or the Benjamin Franklin: Minister to France Special Events, the event takes effect as it normally does. However, the British player may then draw a replacement card and immediately take another action using any card (not necessarily the replacement card). The DOI and Franklin events always occur first.

(d) In the very next turn FOLLOWING a turn in which the Continental Congress is dispersed. The British player, not the American player, decides which player goes first in that turn. In such a case the American player would NOT have an option to go first with a Campaign event.

(e) In the four Swiss rounds the 1782 and 1783 War Ends Cards should be removed from play before the initial deal and set aside. No game in the Swiss rounds will last longer than seven turns. In other words, all games will end with the conclusion of the 1781 turn if they have not ended sooner. This rule does not apply in the elimination rounds.

SEEDINGS/PAIRINGS/BYES
The 12 players with the highest AREA ratings will be seeded. Each of the seeded players in Round 1 will play a random unseeded player and any excess unseeded players will be paired randomly amongst themselves. In the following rounds pairings will be completely random.

In Round 1 any unrated player will be presumed to be a New player if he so chooses. New players will not be paired against each other in Round 1, and the GM will attempt to pair them with experienced players who are amendable to playing a teaching game in Round 1. Such games will count as wins for the experienced players but will not be AREA rated. They will count for tiebreak purposes.

If there is an odd number of players in any round, then the highest eligible finishing player from the prior tournament who is playing will get a bye (no player can receive more than one such bye for the tournament).

TIEBREAKERS
Players will earn tiebreak points equal to the AREA rating of each opponent he defeats (zero points are earned for a loss). For the purposes of resolving ties when determining which 3-1 players advance to the Quarterfinals and determining the final standings, the player(s) with the highest total tiebreak points will advance or finish higher. If a tie must be broken between players who have an equal number of tiebreak points, then the player with the lower AREA rating will win the tie (if they are still tied, then a coin will be tossed). Unrated players will be assigned a provisional rating of 5000 for tiebreak purposes.

DETERMINING SIDES
In most games the sides are to be determined randomly (roll dice). HOWEVER, after Round 1 the GM may assign sides when announcing pairings in an attempt to even the sides played by each player. For example, if Player A and Player B are matched to play in Round 2 and Player A played as the Americans in Round 1 while Player B played as the British, the GM will assign Player A to play as the British for that pairing. The goal for the tournament will be that each player will play each side an even number of times if at all possible. Therefore, when announcing pairings after Round 1, the GM will also announce the sides or whether sides should be determined randomly.

DEMO
A demonstration will be held at 1800 on Thursday for anyone interested in learning the game from the GM.

Additional Prizes: GMT will provide merchandise credits to the top four players. In addition to the plaques, special prizes may be awarded if the GM sees fit. Period weapon replicas, books and CDs may be awarded.


 
 
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