Welcome to the Breakout Normandy Tournament Home Page. Requirements to Play:
TOURNAMENT RULES Game: The standard one-week game of Breakout: Normandy. No optional rules will be used. Rules 12.53 and 22.4 are modified as listed immediately below. Variants that BOTH players have agreed upon to the one week game are allowed. However, if you look under Side Determination below, keep in mind that you will be bidding for a certain side without knowing who your opponent will be or which side you will get. Please make the GM aware if special rules are being used. Reserves: Rule 12.53 is modified as follows. - The maximum daily impulse purchase limit of three per player is removed. There is no limit to the number of daily impulses either player may purchase, given sufficient Supply Reserve. However, the Impulse Marker may never be moved below Impulse C or above Impulse 12. Victory Points: 9.6 VPs or higher are required for an Allied win. Rule 22.4 is modified to award a Victory Point to the Allies for contesting areas worth 6 VPs, not 7. Claiming that VP does not prevent the Allied player from also fulfilling the ".6" portion of the VC by contesting more areas worth an additional 6 VPs. Format: This will be a single elimination tournament. There will be no byes. When one becomes necessary, an Eliminator - an ineligible player - will be assigned as an opponent. The Eliminator cannot advance, but he can eliminate an opponent. All eliminated players and interested latecomers are urged to offer their services as an Eliminator. If more than one Eliminator is available, they will be selected in order of AREA ranking. Positions three through six will be resolved in the following manner: 3rd place goes to player who lost to the eventual winner in the 2nd last round; 4th place to the player who lost to the runner-up in the 2nd last round; 5th place to the player who lost to the eventual winner in the 3rd last round; and 6th place to the player who lost to the runner-up in the 3rd last round. As there is now a ladder in existence for BKN (see Mike Kaye at mkaye8@gmail.com), I plan not to arrange any consolation matches at this time. Time Limits: Each round will last for 5 months or until all matches have been completed, whichever comes first. There will be no adjudications of games at the end of the 5 months. Instead each player will indicate the amount of time they used to complete their side of the game and the side greater than 2.5 months in total time will be the automatic loser, no matter what the actual situation in the game is. I am hoping that in the spirit of good sportsmanship that players can agree on which player used the most time. If not, each player in a timely manner will submit evidence of how long he took to complete all of his moves. Playing Officials: Prior to the start of the tournament, two Assistant GMs will be named to assist the GM. Assistant GMs may participate in the tournament as active players and are eligible to play in all rounds and compete for awards and prizes just as any other player. The GM and Assistant GMs will not be allowed to issue rulings on questions or rule interpretations for matches in which they are personally involved.
GM: Mark Gutfreund gutfreund15@yahoo.com Asst GM: Andrew Cummins andrewjjcummins@gmail.com Side Determination: Prior to the start of a round, each player will submit his side preference and the amount of supply he is willing to bid for that side. This is not an auction type bid. It is a one time bid only.
Matching: Matching in every round will be completely at random. A random 4 digit number will be assigned to each player. These numbers will be sent to both assistant GM's for verification. Starting with the player with the lowest number, that player will be matched with the player with the next highest number, and so forth. If both players have chosen opposite sides, then they get those sides without any bidding being necessary. If the players have chosen the same side, the player with the higher bid will have that side and the other player will have the average between the higher and the lower bids as banked supply points on the board at the start of the game. If there is a tie in bids, the player with the higher random die roll will get his preferred side. These points can only be used for buying impulses and not for refitting units. Computer Aides: All players are encouraged but not required to use computer aides. These aides facilitate speed of play, especially during refit and regroup phases, and can represent a permanent record of what has previously occurred in a game if a dispute should arise. Among those available are VASSAL ; one advantage of VASSAL is that it is operating system neutral and therefore workable not only with Windows but also with Macs and Linux. Cyberboard only works with Windows and you have to be able to find a module of each particular game, although this is usually not a problem. Lastly there is Aide de Camp.
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