Notes for the 2018 tournament rules and format:The
tournament is a 5 round tournament. The
tournament format is modified accelerated swiss
style, with 3 scenarios
each round to choose from.
RULES:
The tournament uses the official ASL Rules, 2nd.
edition, with the exceptions of the TOURNAMENT
SSR's as mentioned below
TOURNAMENT SSR's (appliccable to all scenarios):
 Kindling is NA in all scenarios,
 No Snapshots across walls/hedges
 If the scenario contains OBA the owner will get
a minimum of one black chit draw. Meaning, if the
two red chits first then the second red chit is
considered a black chit and it will be your final
fire mission.
 In all scenarios, with building control,
building hex control or building location control
rubbled building hexes still counts for Victory
Condition purposes. Note, falling rubble outside
original building hexes does not count for
Victory Condition Purposes.
 For vehicular mounted FT TK attempt vs an enemy
AFV the following TK DRM apply:
Case A DRMs
Firer in Motion +2
Target in Motion +2
Concealed AFV +2
Regardless of the DRMs an Original DR of 2 is a
Burn result and an Original DR of 3 is an Elim
result if not already a Burn result.
IFT:
Starting in 2013 the IIFT will no longer be the
default Fire Table used at the tournament. The
IFT will be default firetable used. If both sides
agree you may use the IIFT.
PAIRING PRINCIPLES:
The tournament is basically a swiss draw
tournament, but the pairing is accelerated, in
the sense that in round 25, a higher number of
players is losing their first game each round
– thereby reducing their chance of winning
the tournament to almost nothing.
For players with one or more losses, we try to
increase the funfactor a bit, by trying to avoid
pairing the player with regular opponents in
particular and by making the pairing less strict.
Players are paired according to the following
principles (see definitions below):
Round 1:
 Top 32 players (based on Worldratings) are
matched in one pool, seeded.
 The remaining players are matched in a
separate pool, seeded
Round 25:
 Top X players (maximum point players, in
order of Worldrating) are matched in one
pool, seeded. X is based on the round:
Round 2 = 16, Round 3 = 8, Round 4 = 4,
Round 5 = 2
 Each remaining player with maximum points
is matched with a player that has exactly
one draw or loss. Highest rated (Worldrating)
maximum point player against highest
rated player with one loss/draw.
 The remaining players are matched
according to World rating (against player
of similar amount of points in the
tournament with a similar world rating),
with the following adjustments:
 We’ll
try not to match players of similar
nationality or regular opponents
 Players
mutually agreeing and with similar amount
of points are welcome to request to be
matched up as opponents.
Top players: All players with maximum points
in the tournament (i.e. have not had a loss or a
draw) are put on a list, ranked in order of their
Worldrating at tournament start (ties resolved
randomly). The top 16 players are the topmost 16
players on this list.
Seeded matching: The players in the pool are
ranked in order of their Worldrating at
tournament start. The list is then split in the
middle, and the top half ranked players are
matched with players in the bottom half of the
list.
Players with no rating are given a temporary
rating for the seeding of the first
tournament. E.g. 6 players on a list are matched
like this: 1 vs 4 / 2 vs. 5 / 3 vs. 6
Swiss style means that in each round, you will
play an opponent who has approximately the same
amount of points as you (i.e. has won / lost
about the same number of games as you).
Points: When you play a match you will get 3
points for winning, 1 point for a draw and 0 for
losing.
Swiss style means that in each round, you will
play an opponent who has won / lost about the
same number of games as you. When you play a
match you will get 3 points for winning, 1 point
for a draw and 0 for losing.
Choosing which scenario to play:
There are two ways of choosing a scenario;
1) you could agree on one of the three scenarios
or
2) use the following method; Both of you choose
one of the three scenarios which you will not
play, and give the other 2 a priority of 12. In
case of an equal "priority score" (21
vs 12) you will roll a dice to determine which
scenario you are going to play.
PBS:
Starting in 2017 we shall use PBS (Point
Bidding System) with all of the scenarios.
Inspired by the Albany tournament. Included in
the scenario list are the PBS for all the
scenarios. For those who are unfamiliar with PBS,
this is how it works:
FB 13Don’t Economize (player B vs player A)
This scenario favors the Russians. Player Abid
Russians giving 4 points. player B bids Russians
giving up 5 points. player B wins the bid as he
is giving up more points to play the Russians (if
it were a tie, you dice off for the Russians).
A(1 point) Delete a Russian DC
B(2 points) Exchange Russian 92 for a 91
C(2 points) Russians get 6PP instead of 7PP in
SSR 6
D(2 points) Delete a 447
E(3 points) Delete a 458
player A is playing the Germans since he lost the
bid but player A gets to pick the 5 points from
the above table that will weaken the Russian
chances for victory and balance out the scenario.
player A picks A,C and D for 5 points. player A
sets up as the Axis and player B is playing
Russians minus a DC, minus a 447 and receiving
only 6PP per SSR 6.
The player losing the bid can pick any amount of
points up to the bid number (5 points in this one)
from the above table.
Each balance provision can only be picked one
time.
Cross bids will be honored. Meaning if Player A
bids 3 points for the Russians and Player B bids
2 points for the Germans both sides will be able
to make balancing selections.
ZERO bids for a side and NO BIDS are legal.
ROLLING THE DICE:
Some kind of dicerollingequipment is
required. You can use a dicecup, throw the dice
into a glass, use a dicetower, or throw the dice
into a box or something similar. Whatever the
method used, your opponent must be able to see
the result at the same time that you are.
DECIDING GAMES:
If two players are unable to finish a game
within the allotted time, they have to decide the
outcome of the scenario, using one of these three
methods:
 Mutual agreement, i.e. the players agrees
on a winner or a tie.
 Roll the dice!
 Let the Organizers decide the game.
If the players cannot agree on a result, or if
at least one of the players does not want to roll
the dice for the victory, then the organizers
decides the match in the following manner:
 Three judges are selected from among the
other players in the tournament and/or
the organizers. The organizers should
strive to find judges with the following
characteristica, but the amount of
qualified judges available might make
that impossible.
a. Players/organizers with sufficient
rules/gaming experience to evaluate the
situation.
b. Players/organizers whom is either not
participating in the tournament or whom
has lost at least one game (thereby
giving them no particular interest in
favoring one side or the other).
c. No ties of personal friendship or
similar (or the opposite) between the
judge and any of the implicated players.
 The players are asked to accept the
judges. If at least one of the players
involved cannot accept a judge, a reason
must be given, and if reasonable a new
judge is selected instead. This process
is repeated until both the players and
the organizers are satisfied. The
organizers has the final word in
selection of judges. One of the judges is
appointed headjudge.
 Each of the implicated players gets 3
minutes each, to give his assessment of
the situation, as well as explain how he
is going to win the game. During the
players presentation, the judges may ask
brief questions, but should take care not
to give the player ideas that he would
not have thought of himself. This
presentation is done one player at a time,
without the presence of the other player.
 Each judge then secretly writes down his
evaluation of each players chances of
winning the game, should the match have
continued with no time limit. This
evaluation is stated in increments of 5%
(i.e. 67% could not be chosen  either 65%
or 70% must be chosen instead). The sum
of the judges evaluation of the two
players winning chances must be 100%.
Each judge must make this evaluation on
his own, without discussing the situation
with anybody, including the other judges.
 When all judges have decided (i.e.
written down) their judgement, the headjudge
calculates the average of the three
judgements. The outcome of the match is
decided based on this average:
0%
 40% 
Loss 
>40%
and <60% 
Draw 
60%
 100% 
Win 
Example: Judge A gives
player 1 a 40% chance of winning and
player 2 a 60% chance. Judge B votes 35/65
and judge C votes 40/60 respectively.
Player 1's score is 38,33% ((40+35+40)/3)
and player 2's score is 61,67% ((60+65+60)/3).
Since player 2's average evaluated
winning chance is equal to or greater
than 60%, he wins and he gains three
points and player one gains zero points.
If player 2 had an average slightly lower
than 60%, the game would have been a draw,
with only one point awarded for each
player.
 It is the responsibility of the headjudge
to inform the players of the conclusion,
and bring the result slip to the
tournament organizers.
Determining rank in the tournament:
The winner of the tournament is the last
undefeated person in the tournament (a draw also
counts as a loss in this context). Please note
that is is therefore possible for a winner to be
declared before the last round of the tournament.
The rank of all other players is determined by
their points at the end of the tournament. For
players with equal scores, the following
tiebreakers are used, in the listed order:
1. Round where the player lost his first game
(the later the better).
2. Round where the player had his first draw (the
later the better).
3. The average Worldrating of opponents
played, based on rating at tournament start.
If all of the tiebreakers are a tie as well,
the two players in question share the same rank.
Please note, that no tiebreaker is used to
determine the winner of the tournament if all the
players in question have the maximum possible
points. There is a theoretical possibility af two
or more players being undefeated in the event of
32+ participating players. If two undefeated
players are tied for the first place, they both
win the tournament in combination. If both
players agree, they can decide to meet within two
months of the tournament to play a subsequent
game to decide the tie. The scenario and ABS is
provided by the Tournament Organizer. If a tie
exists for the first place, but all of the
implicated players have had at least one draw or
loss, then the tiebreakers above apply.
Prizes:
There will be prizes for the winner and runner
up, as well as special prizes for:
 There will be prices for the winners of
Minitournaments
No smoking:
Smoking is not allowed in the gaming area, but
will be allowed in areas near the gaming area.
