@Panther
Thank you very much !
R6 Tournament Rules
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I’ve created a new set of tournament rules that we’re going to try at OrcCon in LA next weekend.
https://www.axisandallies.org/p/anniversary-edition-6-round-tournament-rules/
Please let me know your thoughts, find loop holes, etc. Hoping to get any feedback before we start using it.
Thanks!
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Cool !
I know @vodot and @Argothair play Anniversary or at least mod it, so will ping them in case they missed this.
I think @The_Good_Captain already attends that event but will ping him too.
Might as well hit @Private-Panic and @Witt too
:)
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@djensen pretty good start; thanks for reaching out. Probably most important thing to fix is getting more rigorous about what happens when people break the rules. Even if the answer is “Dave has total discretion to punish or not punish or fix or ignore any rule violation he wants however he wants,” you should still wrote that down. It’ll cut down on drama.
Some specific examples:
What happens if neither player has made a bid when game start is called? Do you just roll to see who plays Axis with 0 bid?
What happens if bid is called but not placed 5 minutes before game start?
What happens if a player makes an illegal move that is not discovered until later, e.g., sent a plane into combat that has nowhere to land?
What happens if a player forgets to declare their purchase until combat begins?
What precisely does “complete your purchase and place it immediately” mean in the “out of time” section? Do you have 30 seconds from when the buzzer goes off? 60 seconds? Do you just place whatever you already bought and spend any remainder on infantry? Does it matter whether your purchases were clearly marked in the purchase zone or just sort of in your head?
What happens if the game board is not set up in time? Do players reduce the time on their clocks, or does the round run late, or what?
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One more issue is that with chess clocks, you probably need a rule for what happens when your opponent is taking their sweet time to, e.g., roll defensive dice, or decide on defensive casualties. Do you pause the clock? Hit the clock? Call a referee? I wish I were kidding but I’ve seen defending teammates break out into an argument about whether to lose an infantry or an aa gun while the attacker’s clock is running.
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Finally, for a short AA50 game, my play group likes to count Cairo as a victory city. Cuts down on ties and better reflects the importance that people usually assign to attacking that region.
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+1 for Cairo as a VC to eliminate ties and to act as a proxy for that 10 IPCs of game-swinging Africa money. The controller of Cairo likely has (or will soon have) control of Suez and the rest of Africa as well, and would therefore be in good standing for the “IPC Income” tiebreaker that would be necessary if Cairo was not a victory city.
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@Argothair Since I’m trying to piggy back on Smorey’s rules, I don’t think Egypt is in the cards as a VC. If it were up to me, I would 100% do that.
I might relax the bidding rules a bit. I just wouldn’t want a set of teams to burn 15 minutes past the “official” start of the game … for those situations where another game needs the tables after the round is over. I think it’s only a “big convention problem.”
Thanks for asking for clarification on the rules. The purchase rules timing does seem to be problematic. I wanted to avoid burning more time. If a player runs out the clock, they’re probably going to take forever on the “free” purchase phase as well. Should I just allow 7 to 10 minutes of bonus time to make purchases? That should be more than enough for 1.5 rounds of purchase and place.
The problem of arguing over casualties or fumbling with dice is real, even if it is not a malicious intent to burn time.
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@djensen If the goal with the bidding rules is to speed up game time start, then I would suggest something like:
“If exactly one team has made a bid by the official game start time, that bid is automatically accepted. If neither team has made a bid by the official game start time, then the referee will take the average bid made across all tables so far at the tournament, apply it to that table, and flip a coin to determine which team will play which side.”
For purchasing after your clock has run out, I wouldn’t give any significant extra time. You already used all your time; that’s the whole point. I would say that if your clock hits 0:00.00 during your purchase phase, then you lock in any units that are currently sitting in the unit purchase box, any remaining income gets converted into infantry in the unit purchase box, you have 30 seconds to put any units in the unit purchase box in any secondary factories you might want to defend (e.g. India), and then any units left in your purchase box at the end of the 30 seconds go to your capital (e.g. London) or (if your capital is full) are wasted.





