Qualifications for tournament entry
* Must be a 2004 member of the BPA, Associate level or higher.
* Must have an email account.
* Must have an ACTS account.
* Must have reliable Internet access.
* Must own a 'hard copy' of the game.
Game
* The Napoléonic Wars (GMT); 3-player variant; full campaign game.
* The most recent Living Rules as well as any Q&A on the support page will be used for the tournament.
Start Date
* The first round begins
* Subsequent rounds begin roughly every 100 days or as soon as all participants have completed their respective games –whichever is sooner.
Tournament format
* First round uses a ladder; subsequent rounds are single elimination (four rounds total).
* There will be no byes or consolation bracket.
* Every participant plays only one tournament game at any one time.
Time limits
No more than 100 days per round.
If you're not comfortable averaging at least one card play a day, then you are not likely to finish on
time and should probably not enter.
There will be no more than 5 days of downtime between rounds.
PBeM mechanics
ALL games will be conducted through ACTS (e.g., communication, die rolling, card plays). The GM will create all games and inform the participants via email when the games are setup and when the round will begin. There is no bidding for sides or any other means for a participant to show a preference for any one Power. There will be no seeding at any time. Power assignment is totally random and independent of previous games played and previous opponents. While Players must use ACTS they may decide among themselves whether they will exchange move files, use a physical board, etc.
What if my game was not completed on time? The Player who has kept the quickest pace in terms of card plays, Interphase, interrupts etc. (as evinced by the ACTS Journal and determined by the GM) will be declared the winner with the current leader’s point total. The other two Players are disqualified from further advancement.
What if my game has someone who plays really slow? There is a list of alternates. If you are concerned about completing the game on time then contact the GM. The GM will review the Journal to assess laggardness and, if deemed necessary, arrange for an alternate to take over for the slow Player. Please don’t contact the GM just because the tempo is not what you might prefer. The idea is to make sure all games are completed on time. Everybody plays differently and there must be some tolerance and sportsmanship here.
What if one of the Players in my game abandoned the game? Contact the GM immediately. The GM will arrange for an alternate to
assume command of the abandoned nations(s).
As a last resort, and only if the guilty Player was
How to advance and win the tourney
After the first round of 21 games is complete, the winners of those 21 games advance to the second round. The six “best” non-winners from round one will also advance. These seven Players will be chosen based on the six highest point totals among the non-winners. Tie-breakers will be, in order, smallest point discrepancy to match winner, reverse movement track order, and random. These 27 Players will play 9 contests in the second round. The 9 winners will then play 3 games in the third round (semi-finals). Finally, the 3 winners from the third round will play a final game. The first 3 places will be determined by the final game based on the participants’ points. The fourth thru sixth place finishers will be determined by the highest point totals among the remaining 9 semi-finalists from their second and third round games.
What if my game ended in a concession? Concessions are at the discretion of the Players in a particular game. ALL 3 Players must agree to the concession. The winner is the Player with the highest point total which is retained for scoring/advancement purposes. The other 2 Players are disqualified from further advancement. The final 4 games of the tournament must be played thru to the bitter end.
How disputes are resolved
For any disputes consult the GM. This includes, but is not limited to, differing interpretations of rulebook passages, irregularities on ACTS, and timing issues. The GM’s decisions are final in all aspects. Please be advised that if your group is playing something incorrectly, but all agree to it or miss it, that the GM will not go back in time to remedy the situation. The games will not be monitored in any way other than for completion within the 100 day timeframe. A dispute can be brought by any player in any game for any reason. Please remember to inform the other Players in your game as asking the GM to intervene effectively stops the game for all purposes until the dispute is resolved. Do not hesitate to contact the GM but ONLY after you have read and understood the rest of this page below. Also remember that the GM’s rulings are final. Finally, the GM may decide that a given irregularity is irrelevant to the outcome of the game. All Players in the relevant game will be notified of the GM’s decision by e-mail. The GM will try to have the dispute clarified within 24 hr after receiving the initial e-mail detailing the problem.
Deviations from the published rulebook for the
tournament
The rules here supercede relevant rules passages. There are 3 areas where playing via ACTS is
significantly different from playing face-to-face: combat resolution (excluding
interception and evasion), interruption (preemption and Response Events outside
of combat –including interception and evasion), and card draws (this includes
miscellany and specific card issues in ACTS).
These will be treated in turn.
Participants should be aware that the workarounds laid out here may
differ from how these same issues are handled in non-competitive contests. Note that several remedies for various
violations are also included here. In
other instances common sense should prevail.
Finally, this all assumes that the Coalition consists of
Combat Resolution
(includes sieges, land battles, and naval combat): The defender always resolves combat.
After the Active Player initiates a battle and plays any
Exception: If no other Player can have a
What if the defender did not ask for Response cards before dice were
rolled? If the defender is in the
Coalition, then the Coalition forfeits any Response cards that could have been
played (i.e, such cards are no longer playable during
the battle round). Response cards
already played by the Coalition (i.e., usually the defender) are left in the
discard pile but have no effect on the battle in question.
Exception: If there are no relevant Response cards held by the other two Players the defender may skip this step and simply play his cards and resolve.
What if the attacker incorrectly resolved combat? The defender may force both, one, or neither side to reroll. Any cards played or playable but yet unplayed (e.g., in a future round and/or as a Response Event) by the attacker to influence this battle are considered discarded without effect or unplayable respectively. If the combat resolution took place before defender called for Response cards, or before all Players were given a chance to influence the battle, the defender can (not must! –he may just force a reroll) then go thru the combat resolution sequence again with the attacker having forfeited his right to influence the battle and any cards played by the other 2 Players. In this case already played cards for the battle are returned to their original owner(s).
What if more than one Coalition Power is defending? In this case the nationality of the Army Group Commander, lone leader, or nation with the most Units is considered the defender with all its responsibilities. This will usually be the same Player (i.e., Austria-Russia) but is included for sake of completeness should the British ever link up with the Continentals on the mainland.
What if more than one Player wishes to play a Response card and the order in which they are played makes a difference? Use Movement Track Order starting with the Active Player to resolve timing issues. This may make subsequent Responses moot. Such cards are retuned to their owner(s).
What if too many dice were rolled? Simply remove the excess dice, from the bottom up.
What if too few dice were rolled? Roll the missing dice unless the attacker has continued his impulse or if a new Active Player has done anything. Otherwise the result stands.
Interruption: Response cards not dealing with combat
resolution (e.g. Continental System Fails, Unguarded Approach to void
attrition, Dysentery, Fleet in Irons, and,
Exception:
Responses triggered by land movement can be retroactive. Players typically will not spend CPs individually. Often Napoleon just moves from
Exception: If the Player holding a Response Event can play it legally at the end of the other Player’s Impulse he need not make any Journal entry but he must make sure the Response Event is played prior to the next nation’s impulse (Neutral Proxy’s excluded).
What if more than one Player wishes to play a non-combat Response card and the order in which they are played makes a difference? Use Movement Track Order starting with the Active Player to resolve timing issues. This may make subsequent Responses moot. Such cards are retuned to their owner(s).
Evasion and interruption (naval and land): When ever there is an opportunity for an inactive Player to evade or intercept the Active Player must inform that Player of said opportunity by a Journal entry. The inactive Player has then 24 hr to resolve. Failure to resolve within that timeframe is equivalent with not wishing to evade or interrupt.
Preemption: Whoever has preempt
ability does all Neutral Proxies.
Whenever any inactive nation has preempt ability, the Active Player must, as part of the final ACTS Journal
entry for his impulse ask if the nation wishes to exercise this option or
not. Example: Assume
What if a Player did not have a chance to preempt? If there is a problem here the Players are urged to try to resolve it among themselves. If such resolution fails or is impractical the GM will adjudicate. Such adjudication will involve forcing the offending Player to forfeit his card play and allowing, retroactively if applicable, the preempt card play.
Card Draws: It is impossible to accurately re-create the draw sequence as in a face-to-face setting based on the rulebook. For this tournament the Players may draw cards in any order but must immediately decide to Mulligan or not. Do not wait for other players to draw and announce. Other players should wait for the Mulligan announcement before drawing themselves.
House or Rothschild? When this is played as an Event the Player in question should first draw two cards and then play the Event so that the reshuffle is correctly triggered.
Palace Intrigue? When this is played as an Event the Player in question should first request a random card and then give Palace Intrigue to the victim.
What if a Proxy must draw an extra card(s)? Several events require a Proxy to draw an extra card. Whoever initiated the relevant Proxy play should then immediately assume control of the Proxy, draw the extra cards, and then restore the Proxy to neutrality. Resize the web browser so you do not see the list of cards –just resize, change control, draw, and change control. If you do see any cards of the Proxy in question you must reveal his knowledge to your opponents.
Who plays a Neutral Proxy?
The Player with preempt or, if no Player controlled-nation has preempt,
whoever just finished the previous impulses.
For example,
What if a Player draws too many cards? The offending Player should randomly discard down to the correct hand size.
Miscellany: A few things that don’t really fit elsewhere are handled here.
What if a Player plays out of turn? The player must undo the card play (and all effects thereof) unless both of his opponents agree to let it stand. The offending Player is then skipped as appropriate.
What if Players’ virtual boards do not match? Do not let this happen! Players must be very careful to clearly
document CP expenditure and movement pathways.
After deploying in the Interphase each Player must offer an inventory (i.e., an entry into the ACTS Journal) of
your force pool to synchronize map boards.
Please attempt to settle this by yourselves (in
a timely manner) as the only decision the GM can typically make is to make one
map board correct by fiat. In such
instances the GM will force the Player who has been the least conscientious
with offering inventories and/or precise documentation of CP expenditure and
movement pathways to adjust their board(s).
What if dice were rolled for the wrong reason? Ignore the results and reroll the right amount of dice for the right reason –see also Combat Resolution above.
What if
Gentleman’s
Agreements: Players may offer more
information than required to speed things along. This is at the discretion of the Player in
question. For example: If Moore and 4
Units are to invade