Welcome to the Breakout Normandy Tournament Home Page.
Requirements to Play:
- you must be a member of the BPA
- you must allow the game to be submitted to AREA; this will be done by the GM; no chits need be exchanged
- you must own a physical copy of the game and have an email address
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.
GM: Mark Gutfreund gutfreund15@yahoo.com
Asst GM: Andrew Cummins andrewjjcummins@gmail.com
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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Mistakes and Illegal Moves: In general, I will allow players to decide upon their own way of handling errors and illegal moves. However, I think it is important to make explicit as possible how mistakes and illegal moves will be handled BEFORE the start of play. In addition, if a dispute arises, the decision of the GM in consultation with the assistant GM's will be final and the GM reserves the right to disqualify a player for deliberate or repeated illegal moves. In short, players should try to work these things out for themselves and, if not, consult the GM.
Internet Dice Rollers: It is permissible to use the honor system to roll dice, use playing cards, or use chits to decide random events as long as your opponent agrees. Most will want to use one of the internet dice rollers. Among those available are ACTS. One advantage of using this site (which is free) is that it sends an email of every activity to both players and also keeps a log of all those activities. Even if you are using a computer aide, this can be handy if there is a question about a previous move or dice roll. Others include Irony and Shadowdice. Suggested Internet Die Roll Error Handling Convention:
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