This tournament will consist
of 3 rounds. This is an all day event with the victor
determined by their record and the records of their opponents.
5 points will be awarded for each victory and at the completion
of the final rouond, 1 point will be awarded for each victory
your opponents achieve.
* All games will last no
longer than 3 hours and 45 minutes.
* No stalling (slow
play). If this occurs, it may result in forfeiture.
* The Judges will make
any rule clarifications during play (see below). All
decisions are final.
* The bidding system
will be an OPEN bid for the Allies. If any one team wishes to
be the Axis without bidding, so be it...
BIDDING:
The actual bid will be for a
number of I.P.C.'s that the Allies will give the Axis before the
start of the game. This number of I.P.C.'s may be used to buy
game pieces only! You may not save the money or use it for the
purchase of Industrial Technology and Complexes. Once the bid
number has been determined, the Axis will make their purchase
and place all pieces on the game board in territories/sea zones
in which either Germany or Japan occupy at the start of the
game. German units may not be placed in Japan occupied
territory/sea zones and vise versa. Also, units may not be
placed in Neutral Countries. To determine who starts the
bidding, one team will flip a coin, and the winner chooses
whether to start the bidding or defer.
EXAMPLE OF BIDDING:
Team A vs. Team B: Team A
wins the coin toss and elects to defer their bid. Team B starts
the bidding at "5" I.P.C.'s; next, Team A bids "8"; Team B bids
"9"; Team A bids "12"; Team B stops the bidding at "12" and
takes the Axis. Team B now has 12 I.P.C.'s to purchase units
and place them on the game board in countries, which are
currently occupied, by friendly units before play. After
placement of these units, the game then starts as usual.
(Germany may have all the money, Japan may have all the money or
you may split it between the two any way you want, but remember
no Industrial Tech. rolls, and any money left over is gone.)
Rule Clarifications:(All
rule clarifications are from 2nd edition rules and/or the 1991
Rule Clarification supplement):
-Russia MAY attack first
turn!
-AA guns do NOT fire during
non-combat phase at passing aircraft
-Once a transport drops a
unit or units off in ONE country its move is over.
-Subs can only retreat, NOT
submerge.
-The Northern Canada sea
zone is adjacent to the Western Canada Land territory.
-You may NOT keep a
battleship out of a sea battle so it can take part in an
amphibious assault.
-All amphibious assaults
are to the death including air support.
Dice Rolling:
The game comes with a base
set of dice. Using your own dice for rolling to speed up the
game is permitted. You must let your opponent use any dice you
bring to the game. You may roll from a cup and/or in a box, but
NO rolling one or two dice at a time, only when applicable...Any
questions, please ask the Judges.
WINNER:
If no clear winner may be
determined at the end of regulation play, Judges will determine
the outcome by determining which team has the advantage in the
game at the end of the regulated time. The team with the
greater advantage at that time will be claimed the winner.
GOOD LUCK!