Welcome to the 2013 BPA Paths of Glory PBEM Tournament!
GM: Pete Reese (email@example.com)
Current Champion: Stefan Mecay
-- All entrants are required to be a member of the Boardgame Players Association. See the BPA Website for details about joining.-- All games will be played using the Paths of Glory module of ACTS.
-- Minor introduction. The changes below are the result of a review of a large number of games of POG and are primarily designed to a) make the game more fun by keeping the Western Front in play and b) improve the historical accuracy by significantly decreasing the incentive to have ahistorical play (ie the CP falling back to the Rhine – which would have been an economic and political disaster - and just gobbling up Russia to win)
-- This tournament will use the 2010 reprint of the POG rules, available on GMTs website, as listed/modified below. These rules are to be used unless both players agree on something different (in which case they must be written out in the log at the beginning of the game). Players are strongly encouraged not to use their own rules.
-- Ignore the VP space listing on the GMT rule site. See below rules for VP space changes.
-- The Royal Tank Card can be used for attacks in clear space in Germany, as well as Belgium/France.
-- Optional and Special Rules (see 5.2 in the GMT rules)
-- Optional Rule 4.2.4 - AH and RU corps placed in Lutsk and Stanislaw
-- Optional Rule 11.2.10 - Trench roll modification
-- Peace Terms, Rule 16.5, will not be used in this Tournament
-- If Great Retreat is in effect the AP player must decide on whether to retreat Russian units in step 2A (ie after combat is declared and before cards any cards are played or outflank is declared and resolved)
-- CP addition - Place a T1 Trench in Strasbourg
-- AP addition -- Add T1 Trenches in Verona, Asiago, Maggiore and Udine
-- AP subtraction - Remove T1 Trench from Brussels-- VP space changes:
Replacement Point Changes:
The CP receives 1 additional GE RP each turn during Total War
(i.e. after the CP has drawn Total War cards)
IF during the RP interphase the CP occupies at least three spaces in France or Belgium, one of which must be Sedan.
Historical POG - per the GMT website
-- The CP Player must open with Guns of August as an Event.
-- The Entrench card may not be played as an Event on Turn 1.
-- Only Austrian and Italian armies may operate in Italy (move, attack, or advance into any space in Italy) and no German armies may end their movement (using OPS or SR) in Trent, Villach or Trieste until the start of a turn at which the AP is at Total War. We are not using the GMT rules which require both CP and AP to be at Total War.
-- The following cards may double as OPS when played as Events:
-- If the game ends with an Armistice or at the end of turn 20, add one VP for each US Army not currently on the map or in the deadpile.
-- If the game ends with an Armistice or at the end of turn 20, subtract two VP if the Tsar has not fallen.
-- Use the optional 8 card-hand.
-- First turn only a British MO = French MO
-- The Rape of Belgium card may only be played as an event if the Allied War Status is still at Mobilization -- not Limited or Total War. Rule 220.127.116.11 concerning play of the Italian and Romanian Entry cards is in effect.
-- In cases of rules interpretations or conflicts, the GM will have final authority for tournament purposes.
-- In desert spaces the defender may cancel retreat by suffering an additional step loss (note conflict between the terrain chart and rules as written).
-- No other optional rules or variants will be used.
-- OOS notices are not mandatory and are only used if both players agree in writing in the ACTS log.
-- If players specify OOS notices and do not otherwise specify the terms and conditions the following will be used:
At the conclusion of a players move or combat the phasing player must give notification of any OOS situation where in that players next move he/she (we have never had a she but who knows for this tournament) can put any of this opponents forces OOS. Notification must specify which forces can be put OOS. The OOS situation must be one where it can be done solely by movement. Situations where enemy forces can be put OOS solely or in part by combat do not require OOS notices. Should an opponent move before OOS notice is given opponent is given the option to redo the move. Should it not be noticed until later than the OOS situation occurs the player must give notification then and give his opponent one impulse to respond (i.e. the player at risk is always given one impulse to respond). A sportsman notice here if a player is determined to be abusing this by waiting to give notice until it puts opponent in a bad position (i.e. the player is forced to move when he was going to do something else) the GM, may upon appeal give the OOS player an additional impulse to respond.
-- All players are required to use the Automated Card Tracking System (ACTS) to play their games. This permits the GM or assistant to Adjudicate when needed. Matches conducted FTF, PBEM, or PBM are not considered valid matches unless there is an accompanying ACTS journal.
-- The ACTS site provides record keeping of moves, provides a die roller, and serves as a secure card dealer. There is no fee for use of the ACTS web site. It should be noted that all game journals are considered public and may only be deleted by the GM when requested to do so by the players.
-- Dice: Players may choose to use a subset of the requested dice as long as it is clearly identified, in advance, which rolls are to be used. For example, the CP player can call for 8 dice for three battles and declare that only dice rolls 4-6 are to be used. Either player may roll the dice, but should the attacking player roll the dice the defending player can play a CC after the dice results are known. Also should too many dice be rolled the excess are ignored. If too few are rolled they count and the additional dice are rolled separately.
-- Error in move. If a player should make an illegal move, for example if a player moves a unit to a space it could not make it to and then roll the dice (ie the attacker rolls the dice), the move must be redone in its entirety. The redone move must include redoing all die rolls. There are NO exceptions to this.
-- Any error in moves/results, etc. not noticed until after a subsequent move are generally final. I hope players here can resolve the situation amongst themselves should something be noticed later and it puts a unit in an impossible situation. Note here that you can not voluntarily overstack so if this occurs accidentally the overstacked unit is moved back one space (it is not eliminated)
-- GM adjudication of incomplete games: Players will have 4 months to complete games. If not completed, the player taking the most time will be adjudicated as the loser. There may be some exceptions based upon GM discretion (this really means that if a player is in a losing position and he just stops moving because he realizes his opponent will lose based upon time, the GM will view it VERY unfavorably – players are expected to try to finish games).
-- Players may make moves conditional upon events in the game. For example if the player makes a move conditional upon something (for example 2 RU armies attack Lodz from Breslau at 9A to 3A. Move is conditional upon odds being correct.)
-- Players may redo moves so long as the dice have not been rolled or their opponents have not moved.
-- Sportsmanship: I can, of course, not set out all possible situations. I would hope players play with the spirit of sportsmanship in the case of errors in movement and other issues.
-- Flights: Players will play in flights of 3 and each player in that flight will play the other 2 players. One player in the flight will be seeded. Four months will be allowed to complete games (generally this means players need to make 1 move a day per game)
-- Advancing: Players get 3 points for a win, 1 point for a tie and 0 points for a loss. In each flight the player having the most points will advance to the next round. Approximately ½ of the players in each round will be advanced (I need to round it out to multiples of 3). In the case of ties the GM will roll dice on the ACTS roller in a public game to determine which player will advance.
-- First round only: Players in the lower half by points will have the option to play amongst themselves in round 2 for the possibility to advance to round 3. A minimum of 2 and and maximum of 4 slots for advancing will be available from this group. This is a voluntary round.
-- Players not moving for 2 weeks, who have not notified their opponent or the GM that they will not be moving (the real world does occur) will be subject to being defaulted by the GM.
-- Choice of Sides: Sides will be determined in the following manner. After pairings are set up (the GM will set up the games on ACTS) players will roll dice in the log to determine who bids first. The winning player will bid for either side. Bids are in whole numbers (they can be 0) in the form of victory points (VPs) they will give their opponent to play that side. For example, player A bids 1 point to play the AP. His opponent has the option at that point to either:
a) Accept the bid in which case he will be playing the CP and the AP player will be giving him 1 VP (it does not count for automatic victory during the game, only for victory at the end of the game) to play the CP. Or
b) Bidding higher to play the AP.
c) The high bidder for that side plays that side and gives the number of VP(s) to his opponent.
At the conclusion of each game the winner is required to report, via email to the GM (with a copy to his opponent) the following information:
a) The game number (GM will assign a unique number to each game.
b) The winner and side played.
c) What turn the game ended.
d) Whether by concession/AV or points.