FlatCon 2003
August 8,9,10
Hansen Student Center
Illinois Wesleyan University
Bloomington, IL
Not Flat, Just Level!

Axis & Allies Tournament

Axis & Allies Tournament
Guide: Tom Jaggard
Email: tomjaggard@msn.com
Rules: A & A second edition (not the computer rules)
Players: 20
Time: Saturday 9:00am, 2pm, 7pm
Description:  This is a 3 round tournament with auction bidding for Axis.  The records of both you and your opponents determine the overall victor.  Earn 5 points for each win and 1 point for each opponent’s win.  Each round lasts 4 hours with the umpire determining the winner.  Bring your own game.

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!


 

       

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