axis & allies [Updated July 2005]

A&A   6 prizes Experienced Swiss Elim Continuous 
   10  Round 2 15  Round 3 20  
  Round 4 9  Round 5 14 Semi  Round 6 19 Final  


Philip Shea, VA

2003-04 Champion

2nd: Joe Powell, VA

3rd: Greg Berry, VA

4th: Kevin Keller, MD

5th: Phil Rennert, MD

6th: David Rynkowski, NY
Event History
1999    Kevin Keller     43
2000    Tim Rothenhoefer     43
2001    Patrick Mirk     41
2002    Phil Rennert     50
2003    Philip Shea     34
2004    Philip Shea     31

AREA Ratings

GM: Craig Yope


We will be using the new Revised (4th) Edition version of the Larry Harris classic. The new format is Swiss Elimination while the style remains Continuous. What this boils down to is one day of Pool Play and then one day of Single Elimination Play for the survivors.

What hasn't changed is the scheduled time of the tournament. As in the past it will run Wednesday and Thursday and the start times of the individual rounds remains the same. Each round is 4.5 hours in duration. This allows at least a half hour break between rounds.

Wednesday- 10 (10 am), 15 (3pm), 20 (8pm)
Thursday- 9 (9 am), 14 (2 pm), 19 (7 pm) *
* (A fourth round may be needed depending on the number of participants.)

Important- At the 4 hour mark of each round, the GM will announce that whatever round your game is currently in will be your last. At the end of that round, adjudication of the game will be made.

The format change is to a system that is similar to what is used in the WBC Battle Cry tournament.

Day 1-
The first day of play will be Pool Play. Entrants will be divided into groups of four players. Each player will play one game against the other three players in their pool. The winner of each pool will advance to the second day of play.

System for Determining a Pool Play winner-
1) Best Record in Pool Play
2) In the case of a two-way tie for Best Record- Head-to-Head Record in Pool Play
3) In the case of a three-way tie for Best Record-
A) The player with the highest Victory Territory (VT) total from all games in Pool Play
B) The player with the highest VT total from one game in Pool Play
C) The player with the greatest percentage increase of total IPCs from all games in Pool Play
D) The player with the greatest percentage increase of total IPCs from one game in Pool Play

Day 2-
The second day of play will be the Single Elimination (SE) Rounds. Pool winners will be placed into a SE bracket. Seeding of the pool winners into the bracket will be done based on the players' pool play record. Players with the same records are ranked based on the VT totals that the player amassed during pool play. (Further tie breaking for seeding purposes will follow the system used to determine Pool winners.)

When necessary, an "Eliminator" (GM, Asst. GM, or a player designated by the GM) will be used to help pare an uneven SE field. If used, the "Eliminator" will play the lowest seeded player, as was determined by the initial seeding process. If the situation arises such that the semi-final round has three participants, then a bye will be awarded to the top player of the SE rounds based on the following criteria:

1) The player with the highest Victory Territory (VT) total from all games in SE Play
2) The player with the highest VT total from one game in SE Play
3) The player with the greatest percentage increase of total IPCs from all games in SE Play
4) The player with the greatest percentage increase of total IPCs from one game in SE Play

Tournament Rules-
The rule set that will be used for this tournament is the Larry Harris Tournament Rules (v 1.1.1). No Appendix 3: Optional Rules (National Advantages) will be used. Larry Harris Tournament Rules (LHTR) can be downloaded at these sites:

Any questions that you have concerning the rule set and rules clarifications can be sent to me at the email and snail mail addresses below.

Bidding for Sides-
If the players cannot agree upon which side they will play, then they will bid for the chance to play the preferred side.

Players roll one die and the higher roll wins the right to start the bidding. The player who won the roll (Player #1) starts with an IPC amount that he/she 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.

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.

Adjudication System-
The determination of who wins a tournament 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.


GERMANY: Germany 10, Western Europe 6, Southern Europe 6, Eastern Europe 3, Ukraine SSR 3, Norway 3; Total: 31

JAPAN: Japan 8, Manchuria 3, French Indochina 3, Philippine Islands 3, East Indies 4, Borneo 4; Total: 25

Axis Powers Total IPCs: 56


USSR: Russia 8, Caucasus 4, Archangel 2, Novosibirsk 2; Total: 16

UK: United Kingdom 8, India 3, Anglo-Egypt 2, Australia 2; Total:15

USA: Eastern US 12, Western US10, Hawaiian Islands 1, Sinkiang 2; Total: 25

Allied Powers Total IPCs: 56

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, the player who has the greatest percentage increase in total IPCs in the game wins.

Dispute Resolution-
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 judgment. Because this is a Class A event, players are expected to be well versed 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).

 GM      Craig Yope  [1st Year]   1313 Mayer rd, Saint Clair, MI 48079   810-367-3020

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