1. Status: Congratulations to
the Champion, Dan Leader!
2. Format: 6 round Swiss.
3. Duration: Each round
will have a maximum duration of 16 weeks. A new round will begin a week after the last game of the previous round has been
completed. If a game is not completed in 16 weeks it will be adjudicated by the
GM and the Assistant 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. Players are expected to attempt
to average 1 Strategy Card play per day each if possible (battles permitting). If
his opponent is playing too slowly, a player needs to notify the GM as soon as possible. Deliberately slow play may result
in the disqualification of the guilty party and the awarding of a bye to the other player.
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. The result of such game will not effect the score of the
person chosen to be the Eliminator, although the results of the game will be reported to AREA.
(a) Players will earn 1 point for a win or bye and ½ point for a draw.
(b) Tiebreakers: For purposes of the final standings and
determining byes, the following tiebreakers (in order of priority) will be utilized.
(i) Head to head record (only utilized when all tied players in question have played each other).
(ii) Most automatic victories. Byes do NOT count as an automatic
(iii) PC Average - Total PCs (players will accumulate a running total of all PCs in place at the end
of each game) divided by the number of games played. Byes do not count as a game
(iv) CU Average - Total CUs (players will accumulate a running total of all
CUs in place at the end of each game) divided by the number of games played. Unplayed
British CUs in the Reinforcement Box DO count. Byes do not count as a game played.
(v) A roll of the dice by the GM.
6. Pairings: Starting with the players with the highest scores, a player will be paired randomly
each round with an opponent of the same score (tiebreakers will not apply). 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.
7. Bidding: The GM will
randomly designate one player as the initial bidder for each game. The initial bidder will e-mail his opponent with a number
bid (American 2, British 1, etc.) or a pass (no bid for either side). Bidding zero to play either side is not allowed. The
other player will then 1. accept the bid; 2. bid higher; or 3. pass (only allowed if initial bidder
has passed). Please cc the GM on all Bidding emails. The Bidding process should
not begin until the players have decided about the use of Expansion Cards (see 9a below).
(a) Bid Accepted - The player that made the bid which was accepted will play the side on which he bid,
the other player will receive a number of Bonus PCs equal to the number bid. Examples: A bid of "American 3" means the bid
winner will play America
and the other player will play the British and receive 3 Bonus PCs. A bid of "British 1" means the bid winner will play Britain
and the other player will play the Americans and receive 1 Bonus PC.
(b) Bid Higher - The higher bid is then passed back to the initial bidder who can then accept the bid
or bid higher again. This will continue until one player accepts the bid of another. If the initial bidder passed, the other
player can then bid for either side by "bidding higher."
(c) Both Pass - If this happens, please randomly determine sides.
(d) After the American Committees of Correspondence PCs have been placed but before the 1775 Strategy
Cards are dealt, the player receiving the Bonus PC markers places them. Regardless
of which side is placing the Bonus PC markers, they must be placed subject to the following rules:
(i) A PC may be placed in a port whether or not it is adjacent to an existing PC for that side.
(ii) Otherwise the PC may only be placed so that it is adjacent to an existing PC for that side.
(iii) During this placement process, PCs may be “chained”.
That is the second PC may be placed so that it adjacent to the first one placed, the third placed so that it is adjacent
to the second one place, the fourth so that it is only adjacent to the third and so forth.
(iv) There is no requirement that PCs placed during this process
be placed next to each other as long as they are placed either in a port or next to an existing PC. For instance, one could be placed in Georgia
and the next in New York.
8. Reporting: Before each
round begins, the American player must report to the GM who is playing what side and what the winning bid (if any) was. At the conclusion of each game, the winner (or in the case of a draw the American
player) is required to report via email to the GM (cc the other player) the following information: the game result (and whether an automatic victory occurred), the final colony count, the turn the game
ended, total PCs for each player at game end and total CUs for each player at game end. The results of all games will
be reported to AREA by the GM.
9. 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 (please contact the GM if you
need a copy of the cyberboard gamebox) or ADC2, but this is not required. In sending messages, players must be as EXPLICIT
as possible when describing a move. The “game name” of each game on the ACTS website will be assigned by the GM
with the pairings assignments.
(a) Expansion Cards: The use of Expansion Cards is optional. If and only if BOTH
players agree to their use BEFORE the bidding process, ACTS can be set to add a Minor Campaign card and five other
random event cards during the game set up process.
(b) ACTS allows three actions for any given card play: (i)
Play for OPS; (ii) Play as Event; and (iii) Discard.
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.
IMPORTANT NOTE - The text on the European War card states that it cannot be discarded. For ACTS purposes only, however, when played prior to the French Alliance card by either player, this card
must be “discarded” or ACTS shall remove it from play. In such a
case the deck must then be manually set to reshuffle (see subsection (d) below).
(c) War Ends Cards: When one
of these cards is played as an event ACTS automatically sets it aside as “in play” until the next War Ends card
is played. The new card takes the old card’s place and the old card is bumped to the discard pile. All this happens
automatically. The currently “in play” card is viewable to both players.
(d) Reshuffle: ACTS will only cause a reshuffle when directed
to do so manually. 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. Failure to properly use this feature may be grounds for forfeiture of
a game at the sole discretion of the GM.
(e) End of the Deck:
ACTS does not "deal" cards out at the start of a turn. Instead, players each draw a set of cards independently. This creates
a problem when the end of the deck approaches. For example, if there were only 7 cards remaining in the deck when a new turn
started, the first player to draw cards would get those, while the second player would draw 7 cards off of the reshuffle of
the discard pile. This could be unfair to either player depending what cards were in the first set of 7. I have tried
unsuccessfully to get ACTS to fix this glitch, but until it is fixed the following rule will apply: Whenever
the remaining number of cards in the deck at the start of a turn numbers less than 14, it is mandatory that the deck be reshuffled
prior to the draw of new cards. Both players are expected to be aware of the number of cards remaining in the deck,
which can be determined by subtracting the number of cards in the discard pile from 96 (or 102 if expansion cards are being
used). IMO this rule favors the British player, so please take it into account when bidding.
(f) It is rather easy
to accidentally draw cards twice and end up with 14 cards in your hand at the start of a turn. Be very careful when drawing
cards. If you attempt to draw cards and are unsure if ACTS has responded, then immediately log out and log back in before
attempting to draw cards again. If you do happen to draw cards twice,
notify the GM of the problem and he will fix it.
10. Game Rules: The originally
published rules (please contact the GM if you need a copy in .pdf format) as revised and clarified by the Official Tournament
FAQ and Errata will be used with the following exception:
TOURNAMENT RULE – The French Alliance and Declaration of Independence event cards are
not playable as events on the 1775 Game Turn and must be discarded by either player if drawn on that turn. If either
card is discarded in this way, the only effect is to cause a reshuffle before the cards are dealt for the 1776 Game Turn.
11. 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.
(i) 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. There
are only 4 cards in the deck which are playable during battle (2 benefiting each side). Obviously when these cards are in
the discard pile this step is unnecessary. Should Player A deal out Battle
cards before Player B has a chance to play a Strategy Card effecting the battle, and Player B has such a card he wishes to
play, then the card may still be played and Player B simply adds a Battle Card to his Battle Hand.
(ii) Counterattacks – The attacking player MAY assume that his battle card will be cancelled by
the defender and roll for the defending player’s counterattack, and if such counterattack fails the attacker may play
another battle card. Such process may be repeated until a counterattack is successfully
rolled or until the attacker runs out of cards, whereupon the defender must then match each of the attacker’s battle
cards before assuming the roll of attacker himself or before winning the battle because the attacker has run out of cards. When using this process, the defender is never required to cancel any attacker cards
and may concede defeat at any point in which case the last uncancelled card determines losses.
(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
(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 (or Assistant GM) are final.