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Washington's War Tournament

Welcome to the 2013 Boardgame Players Association
Play-by-email Tournament Website

(Boardgame Players Association: http://www.boardgamers.org/ )

GM: Keith Wixson (keith.wixson@verizon.net and keithwixson@paulhastings.com)

Assistant GM:  Paul Gaberson (paulgaberson@verizon.net)


1.  Status:  The Quarterfinals have started and shall end on April 12 at the latest.

2.  Format:   This will be a 7 round Swiss Elimination tournament. After 4 rounds of Swiss play the 8 players with the best records will advance to the Round 5 quarterfinals and will be paired top score against eighth best score, second best score against seventh best score, etc. The remaining players will be eliminated from the competition. The winners of Round 5 will advance to the Round 6 semifinals. The winners of Round 6 will advance to the Round 7 championship match. The losers of Round 6 will play in the Round 7 consolation match for third place honors.

3. Duration: Each round will have a maximum duration of 10 weeks. A new round will begin a few days after the last game of the previous round has been completed.  If a game is not completed in 10 weeks it will be adjudicated by the GM.  In the case of adjudications, if it can be determined that one player has caused more noticeably unjustifiable delays than the other, then the player who was been more diligent in submitting moves will be declared the winner.  It is crucial that all players play quickly.  If his opponent is playing too slowly, a player needs to notify me as soon as possible. Slow play may result in the disqualification of the guilty party and the awarding of a bye to the other player. If you are unable to monitor ACTS regularly during the course of most days, then I highly recommend that you make arrangements to be online at the same time as your opponent for blocks of time to play in real time. I am very serious about the time limits. If you think this will be a problem for you then please do not sign up to play.

4.  Byes:  There will be no byes except as described above. In the case of an odd number of players in any given round, an “Eliminator” will be assigned to play the player who has the lowest score.

5.  Pairings:  Round 1 pairings will be randomly determined. In subsequent rounds, starting with the players with the highest scores, a player will be paired randomly each round with an opponent of the same score.  If there are an odd number of players with the same score, then a randomly chosen player of that score will be paired with a player with the next highest score (who may also be randomly chosen as the need arises). Within this structure, two players who had already been paired in a previous round will not be paired again unless there is no other possible opponent for each with the same score.

6.  Sides:  The GM will randomly assign sides. However, when possible after Round 1 the GM will attempt to insure that each player will play each side an even number of times during the course of the tournament (Example: Round 1 winners as the British will more than likely play as the Americans in Round 2 against Round 1 winners who won as the Americans).

7.  Reporting:  At the conclusion of each game, the winner  is required to report via email to the GM (cc the other player) the following information: 

(a) the winner;

(b) the turn the game ended;

(c) the turn the Declaration of Independence was played;

(d) the turn the Franklin card was played;

(e) the turn the British Regulars Bonus was lost;

(f) the status of the French (when they entered or what level the track is on if they never did);

(g) the turn Washington was captured;

(h) the final colony count;

(i) the total PCs for each player at game end; and

(j) the total CUs for each player at game end (not counting the British CUs in reinforcement box).

8.  Tiebreakers:  To determine who advances to the quarterfinals in the case of ties, each player who wins a game in the preliminary rounds will earn tiebreaker points as follows: (i) 1 point for each additional colony controlled above the minimum needed for victory at final scoring;  (ii) 1 point will be awarded to a victorious British player if Washington was captured; and (iii) 1 point will be awarded to a victorious British player if the French did not enter the war.

Example: The game ends at the end of 1779 with a final colony count of 7 each (Washington not captured and the French entry was not triggered). The British player wins and earns 2 tiebreaker point.

In the case of an early resignation, a winner will be awarded 2 tiebreaker points plus 1 point for a British winner if Washington was captured. In the case of a bye being awarded due to a forfeit, a winner will be awarded the average tiebreaker points earned by that side for that round (rounded up).

Example: In Round 1 there were 11 American winners (excluding forfeits) and the average tiebreaker points earned by those 11 players was 1.8 points. The 2 American winners by forfeit in Round 1 were therefore each awarded 2 tiebreaker points.

If the above tiebreakers are not sufficient to determine which player(s) will advance to the quarterfinals, the following criteria will be used in order:

(a) If two players are tied and they have played each other, then the winner of that game advances.

(b) If more that two players are tied or if case (a) does not apply, then all players whose only loss came against an undefeated player will earn 1 additional tiebreak point.

(c) If players are still tied, then there will be a roll off.

9. Special Rules.  The following rules are being implemented for play balance purposes to overcome an inherent American advantage that has become apparent in recent tournament play. These rules supercede any published rules:

(a) The British players's at start For the King PC bonus is increased from 2 PCs to 3 PCs.

(b) The colony restrictions for the For the King PCs are eliminated. They may now be placed in any colony. The placement restrictions of Rule 10.11.B are otherwise unchanged.

(c) Whenever the British player plays either the Declaration of Independence or the Benjamin Franklin: Minister to France Special Events, the event takes effect as it normally does. However, the British player may then draw a replacement card and immediately take another action using any card (not necessarily the replacement card). The DOI and Franklin events always occur first.

(d) In the very next turn FOLLOWING a turn in which the Continental Congress is dispersed. The British player, not the American player, decides which player goes first in that turn. In such a case the American player would NOT have an option to go first with a Campaign event.

10.  ACTS:  All games will be played via ACTS, including all card play, messages, and die rolling.  There will be no exceptions. Players may exchange game files via Cyberboard or use Vassal, but this is not required. In sending messages, players must be as EXPLICIT as possible when describing a move.

(a)   ACTS allows four actions for any given card play:  (i) Play for OPS; (ii) Play as Event; (iii) Play as Active Event; and (iv) Discard.

(b) REMOVABLE EVENTS:  The removable Event cards are removed from play on the next Turn End following their play as an Event. Therefore it is important for both players to be very careful with these cards. The Discard action will not remove them from play, while the Play as Event will remove them from play. If a player mistakenly plays such a card as an event when he meant to discard it, he can correct the error by taking the card back into his hand and then discarding it. Only the player who played the card can fix the error.

(c)  War Ends Cards:  When one of these cards is played it should be played as an "Active Event" and ACTS will set it aside (it will not end up in the dicard pile). When the next War Ends card is played, the player who played the previous active card must click on the card and then play as "End Active Event" which will push the superceded card into the discard pile. ACTS will only allow the player who played the active card to do this. The currently active War Ends Cards are viewable to both players. These are the only events that need to be played as Active Events.

(d)  Reshuffle:  The Declaration of Independence and William Pitt event cards will cause an automatic reshuffle before the next turn when played as an event. This is indicated on the ACTS screen when the card is selected from a player's hand. ACTS must be directed to reshuffle manually, however, when the French Alliance is triggered and when the Hortelez et Cie event is discarded as per the instructions on the card. Setting the deck to reshuffle must be done BEFORE the End Turn button is pushed. Both players are responsible for making certain that this happens when it should.

(e) Turn 1 Cards:  ACTS automatically holds the Declaration of Independence and Baron von Steuben cards out of the deck on Turn 1 and adds them to the deck on Turn 2. This requires no action by the players or the GM.

11.  Rules:  The rules are available on the GMT website. Here is a link to the Official Errata: https://docs.google.com/document/d/1BgTFAC0NSWOEKaFNHbc7twRs-hDWFY0fylmwxGEVdTw/edit?pli=1 .

12.  Response Actions:  There are several cards and actions that are played during the opponent’s turn.  To speed games up, here are the conventions we will use for non-moving player actions:

(a)  Interception:  For each space a British army enters that is eligible for interception by an American army, the British player should pause to allow a response by the American player, who must either roll an interception die or tell the British player to continue his move.  The British player MAY roll the die for the Americans, but this is not recommended when there could be multiple interception opportunities during the course of the move or when the possibility of an American retreat before battle may occur later in the move.  If the British player does decide to make the roll for the Americans and the roll enables an interception, he should pause to let the American player make a choice. If the British player rolls for the Americans and the roll does not enable an interception (or if the American player chooses not to intercept), the British player may NOT then invoke the rule limiting American interception attempts to one per Strategy Card played as the British turn continues.  Also, in a case where the British player rolls for an American interception, regardless of the result, the British player may NOT then invoke the rule prohibiting American retreat before battle attempts after an interception attempt as the British turn continues.

(b)  Retreat before Battle:  The British player should pause when he moves one of his armies into a space occupied by an American army to allow a response (a die roll or a decision to fight).  The British player MAY roll for the American army, but this is not recommended when the American army in question has had or will have interception opportunities during the course of the British turn.

(c)  Battles:  The moving player always plays any Strategy Cards effecting the battle first, he should then pause to allow the non moving player to play any Strategy Cards he might have.

13.  Errors:

(a)  If an error is made, it is correctable UNTIL the OTHER player plays a card or rolls a die (thus you cannot make an error, roll the die, and get away with it). If the other player plays a card or rolls the die, play on, leaving the error in play (see  subsections (b) and (e) below for exceptions). If a dispute arises, the GM will intervene and attempt to sort it out as best he can.

(b)  For sportsmanship’s sake, ANY error is retroactively correctable if both players agree. The rule in (a) above is in case players cannot come to an agreement.

(c)  If for some reason a removable event is not removed from the card deck by ACTS when it should have been and it is dealt out in a subsequent deal, the effected player should “play as event” again and draw a replacement card.

(d)  On the other hand, if a card is incorrectly played as an event when it should have been discarded and the player who made that error causes a reshuffle of the Discard pile and then ends the turn, then the event in question immediately takes effect prior to the first card play of the next turn if such event benefits the non-offending player.

(e)  If ACTS mistakenly "hiccups" and makes more rolls than were intended, or if a player rolls too many dice, etc., ALWAYS take the first roll.

(f)  The decisions of the GM are final.

"Necessity is the plea for every infringement of human freedom.
It is the argument of tyrants; it is the creed of slaves."  William Pitt