bitter woods

BWD   
  18   9   14   19   
   9       
         

   Lampeter

Steve Likevich, OH

2006 Champion

2nd: Randy Heller, NH

3rd: Tom Gregorio, PA

4th: Bill Morse, VA

5th: Doug James, NC

6th: Forrest Pafenberg, VA
Event History
1999    Phil Evans    
19
2000    Randy Heller    
16
2001    Rich Ogata    
14
2002    Tom Gregorio    
16
2003     Bob Ryan    
17
2004    Bob Ryan    
20
2005     Randy Heller    
20
2006     Steve Likevich    
21
Randy Heller, NH

2007 GM

the Designer

AREA Boardgamegeek GM Site
Laurels Consimworld 
L2 Design Group

Deluxe Edition Bitter Woods

1. The version played will be Deluxe Edition Bitter Woods by L2 Design Group. Players are to determine sides by mutual agreement or die roll prior to the determination of scenario played. Once sides are determined, either player will roll one six sided die to determine scenario: a die roll of 1, 2, or 3 results in the six-urn tournament scenario as per the game’s rules book, whereas a 4, 5, or 6 results in the eight-turn tournament scenario as per the game’s rules book.

A. Before the start of the game, the Allied Player must determine the location of the hidden fuel dumps. These die rolls are to be witnessed by the GM or an assistant GM. Record locations on a piece of paper and place under a corner of the game map for later verification.

B. Should either player desire the use of a time clock, a clock must be used. Both players may select not to use a time clock, but risk the possibility of adjudication should they be unable to complete the game within the allotted time. Protocol for the use of time clocks will be distributed by the GM to the players at the start of the tournament.

2. The tournament will include a mulligan round, where the winners will advance to the second round, and the losers and entrants who don’t play in the mulligan round may play in the regularly scheduled first round on Wednesday morning. The first and subsequent rounds will be single elimination.

3. Rounds are limited to five hours.

4. The sequence of play is to be utilized verbatim. The German Player must allocate reserves after the Allied Interdiction Phase, not during the German Movement Phase.

Use of Time Clocks

1. Should either player desire the use of a time clock, a clock must be used. Both players may select not to use a time clock, but risk the possibility of adjudication should they be unable to complete the game in the allotted time.

2. Each player is allocated two hours on his or her time clock. Games unfinished after five hours may be adjudicated.

3. Before starting the clock, the Allied Player places his or her at start units on the given map locations while the German Player
places his or her units on either their given map locations or the order of battle.

4. At this point, the time clock starts with the movement of units into their combat positions.

5. The clock is stopped after movement.

6. The clock is restarted after combat resolution.

7. The reserve movement phase is timed for the phasing player.

8. Players may not adjust their clocks or stop the clock for any other reason.

9. When one player’s allocated two hours are up, he may no longer move units. The other player may continue to move and conduct combat, with the passage of turns, until he uns out of time, declares he is finished, or achieves the necessary victory conditions.

Clock Etiquette

1. Inform your opponent if he forgets to stop the clock.

2. If your opponent is running out of time, provide 10 minute, 5 minute, and 1 minute warnings.

3. If your opponent leaves the immediate area and you have completed your move, have someone witness you stop the clock.

4. A clock may be restarted to correct an error or bring on forgotten reinforcements only at the discretion of both players.

 GM      Randy Heller [7th Year]     170 Tolend Rd, Barrington, NH 03825 
   roger-e@verizon.net     NA
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