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 March 1, 2004

* 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 Britain or Austria/Russia, you may be asked to finish the original contest as a 2-player game.

 

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 Austria, Britain (even if [Subject] Neutral) and Russia.  If any of these issues arise in a game where this is not case adjudication will be on an as-needed basis.  Only contact the GM if there is no remedy offered here and basic common sense fails.

 

Combat Resolution (includes sieges, land battles, and naval combat):  The defender always resolves combat.  After the Active Player initiates a battle and plays any Battle cards the defender may then play any his Battle cards if desired and applicable.  The defender must then call for Response Events. This entails an entry in to the ACTS journal asking the other 2 players if they wish to play a Response Event to influence the battle in any way.  The defender can at this time play any Response Events he wishes (i.e., prior to calling for other such events).  The other two Players can either play a Response card immediately after the defender calls for such, make an ACTS journal to the effect that a forthcoming Response card could occur, or pass (i.e. inform the other two Players that he chooses not to influence the battle in any way).  In any event the other 2 Players must respond with 24 hr.  Failure to do so is identical with passing.  A sample journal entry for a forthcoming Response card would be: “Please do not go to a potential second battle round until I’ve a chance to review the results as I might play a card.”  This sequence is repeated before each round and at the end of the battle.  Note that passing either voluntarily or due to “timing out” means that you will not be able to influence that battle at all unless a Response Event effectively “restarts” the battle (e.g., To the Death! or turning an rout-induced overrun into a second combat round via Lancers and Uhlans).

 

Exception: If no other Player can have a Battle or Response card then the Active Player (attacker) may resolve.

 

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.  France may then retroactively play his Response card(s) force both, one, or neither side to reroll.  If France is the defender then the uninvolved inactive Player and/or Active Player may retroactively play his card(s) and force both, one, or neither side to reroll.  Any Response card France has played to influence the battle is considered discard without any effect on the battle round.  France would also forfeit any Response cards that could have been played (i.e, such cards are no longer playable during the battle round).  Note that the penalties last only for one battle round.  Once a potential second battle round ensues the offending Player(s) may then influence the battle.

 

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, Split Squadrons, by way of exception) are played as deemed apposite by their owner.  These are typically communicated if the beneficiary is different from the card holder or simply played as per 6.14.  However, if a Power will not be online and expects that something will occur to make a Response Event worthwhile that Power must indicate this via a Journal entry.  An example:  “If Britain uses CPs to move an Army on the Continent please do each CP individually and pause after each one so that I can review my options.”  This is rather contrived but gives away less information as compared to “If Wellington moves he’ll be hit with Stragglers so please wait for my Response.”  Both types of entry are legal and left to the discretion of the Player in question.  But an entry must be made as retroactive Response cards are not allowed.  In any event, if the Player with the Response card does not follow up with playing a card or indicating that he will not do so within 24 hr every CP expenditure and/or event by the Active Player up to that point is no longer modifiable via Response Event.

 

Exception:  Responses triggered by land movement can be retroactive.  Players typically will not spend CPs individually. Often Napoleon just moves from Artois to Baden for 4 CPs.  Stragglers could be played retroactively on Napoleon’s first move to Picardy.  Similarly, Dysentery could also be played when Napoleon and full Army of 8 Units passes thru Massena with his 6 Units.  In such cases the game is rewound (card plays undone, etc.) to the appropriate point in time and then continued based on the Response Event.  This opportunity lasts only 24 hr and requires that CPs were not individually confirmed, that no legal combat resolution has taken place in the interim, and that the Player holding the Response card in question has not done anything in his impulse.  Ideally the Player would ask to “stop the action” before things have to be rewound too far.

 

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 France has preempt ability and Britain is finishing her Impulse.  Britain’s last Journal entry could look something like this: “With my last CP I will flag Rome.  Austria or French preempt?”  France must then answer the question in a totally unambiguous manner, with or without initiating his impulse as appropriate.  Whoever has preempt must simply be willing to check ACTS periodically as to not keep his opponents waiting.  Also, the Player in question can offer simple conditionalities as well.  Example: “France will preempt Austria only if Britain lands in France or Spain.”  This is left up to the discretion of the Player with preempt ability.  Note that such conditionalities are binding agreements.  In general, ALL 3 Players should be very proactive in this regard.  Lastly, the Player with preempt has no more than 24 hr to decide if he will exercise that option.  Example:  If Britain finishes her Impulse and France can preempt; France must do so within 24 hr.  If France fails to act in this timeframe he forfeits the opportunity to preempt Austrian in that Impulse Round.

 

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, Britain and France both have 4 cards. Russia just finished her impulse. Russia must then immediately do Prussia and Turkey (assuming they are both Neutral Proxies).  Do not keep your opponents waiting in this regard!

 

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 France has played the first card but the Austria/Russia Player did not declare which Power has the Resource?  Resolve randomly.

 

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 Lisbon Britain may simply make a Journal entry as such:  Moore +4u to Lisbon, no cards, please resolve.”  Britain is waiving her right to play Response cards in any way.  However, Britain may “penalize” herself in this manner by offering too much information.  Another example:  Britain is taking her first impulse in the game.  France, as he finishes his impulse, makes a Journal entry:  “If Britain tries to find the French Fleet in SOA, I will evade until found and won’t play any cards”.  Such directions and their consequences are binding; the Player may not change his mind.


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