barbarossa to berlin [Updated June 2005]

BTB   Trial Experienced Swiss Elim Continuous 
    
   9  Round 2 13  Round 3 17 Round 4 21 Semi      Round 5Final
    

Lampeter  

Steven Brooks, FL

2004 Champion

2nd: Tom Gregorio, PA

3rd: Nicholas Pei, CA

4th: Ted Raicer, NY

5th: Geoff Allbutt, ONT

6th: -
Event History
2003    Nicholas Pei     34
2004     Steven Brooks     10

AREA Ratings


GM: Doug Austin

Barbarossa to Berlin (BtB) - A - Thon

This year's Barbarossa to Berlin tournament features a new Tournament scenario (available online at GMTGames.com) to be used for all except the final (which will use the Campaign Game). This scenario begins in Summer 42 and ends at the conclusion of Fall 44. The Axis win by achieving an automatic victory or avoiding an Allied win. The Allies win if the Axis never reach 17 VP (from a start of 15 VP) before play of Totaler Krieg, never play Totaler Krieg, or have less than 30 VP at the end of the scenario.

There will be three preliminary rounds, followed by a semi-final and final rounds. The tournament will be run in Swiss-Elimination format, with continuous rounds. There will not be time to teach the game; familiarity is expected. The version of the Living Rules most recent as of the start of the event apply to all games.

During Rounds I and II, each player will play each side once, determined randomly. Side selection for Round III, as well as the Semi-final and Final Rounds will be by VP bid: each player will roll a die, and the high die will bid first for a side. That player will bid 0 or more VP; bids then alternate. If the player is bidding for the Allies, and wins, the bid will be subtracted from the VP the Axis needs to achieve an Automatic Victory before play of the Totaler Krieg card as an Event. If successfully bidding for the Axis, the VP will be added to the VP needed for an Automatic Victory.

Pairings for Rounds I and II will be randomly assigned. Pairings for Round III will be within won-loss brackets; as needed, one player from the next-lower bracket will be pulled up to compete in a higher bracket.

Elimination Rounds

After Round III, the Top Twelve players will advance to the Semi-finals. If fewer than twelve 3-0 players remain, all 3-0s will advance, plus the top 2-1s to fill out the Round; the top 2-1s will be determined per the Tie-breaking rules. If more than twelve 3-0s remain, then all will advance to Semis, and, if there is an odd number of 3-0s, then the Top 2-1 determined by the Tie-breaking Rules. 2-0s are eligible to advance to Semi-finals only if all 3-0s and 2-1s are already in the Semi-finals and either (a) more players are needed for a round of twelve or (b) eligible players have declined their bid for advancement.

Pairings in the Semi-final Round will be RANDOM among all players. If there are twelve Semi-finalists, the winners of the six games will advance to Finals. If there are more than twelve Semifinalists, then the Top Six among the winners will advance to Finals. The Top Six will be determined by (a) cumulative record over four games, then (b) the Tie-breaking Rules.

The winners of the three final round games will be ranked 1st, 2nd, 3rd, determined by (a) cumulative record over four games, then (b) the Tie-breaking Rules. The losers of the Final Round games will be ranked 4th, 5th, and 6th, in the same manner. After Finals pairings are posted, individual games may take place at the player's convenience, provided the GM approves.

Byes and Ties

Any bye during Round I will go to the most recent past-champion playing in Round I. Any bye in Round II will be randomly assigned to a player who lost in Round I. A bye in Round III will go to an 0-2 player. There should be no byes in the Semi-final or Final rounds.

In determining advancement to Semi-finals and Final rankings, the following items are looked at (in order of precedence):

1. Won-loss Record in the following order:

After the Final Round: 5-0, 4-1, 4-0, 3-2
After the Semi-final Round: 4-0, 3-1, 3-0, 2-2
Qualifying for Semi-finals: 3-0, 2-1, 2-0

2. Opponent wins.

The number of total wins all of a player's opponents have earned.

3. Head-to-head

If two tied players have faced each other, the winner is ranked over the loser. If several such hits occur within an OppWin bracket, then random numbers will determine which pair is sorted first.

If any situation is not covered by any of these rules, the decision of the GM, in consultation with the Assistant GMs (if any) is final.


Medalists (plaque winners) will receive merchandise credits of $20 for 1st courtesy of GMT.

 GM      Doug Austin [1st Year]   NA 
   NA   NA

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