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. 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. 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 remaining in the round), the GM will announce that whatever round your game is currently in will be your last. At the end of that full round, adjudication of the game will occur. The term 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 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 Single Elimination 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 record
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 at http://www.axisandallies.org/LHTR.
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 below.
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.
Any 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).