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2009
Thunderbird Tournament Rules |
2009
Thunderbird Tournament Rules
Main
Tournament:
Number of Participants (16): The Main Tournament requires players to
“qualify” in order to participate. All games on Friday count only towards
qualifying with at least a single victory necessary to be eligible for the Big
Show on Saturday. Pre-determined tiebreakers will be used to pair down the
field to the top 16 players. The remaining players will be immediately entered
into the Other Tournament (see Other Tournament below).
Number of Rounds: There will be a total of five rounds of
play. All attendees will play a Main Tourney qualifying round(s) on Friday.
Play can begin at 0900 hours on the opening day of the tournament.
The Main Tourney begins on
Saturday morning and will consist of three rounds. With 16 people as the target
number for participants, this format more easily gets us down to the
championship game on Sunday morning. The 16 will be seeded with particular
emphasis on not pairing up players from the same club until at least the third
round. Players who keep winning will be paired against those with like records
until a winner and runner-up are determined at the conclusion of the
championship game on Sunday morning.
Each round should take no
longer than 5-6 hours to complete with an hour break in-between. If a game
exceeds these guidelines, the tournament director has the right to analyze the
current situation and to determine a winner. Regardless of how long previous
rounds have taken, each subsequent round is expected to start on time.
As play progresses through the
Main Tournament, those players who lose will move to open gaming for the
remainder of the tournament.
Trophies: A first place and second place trophy
will be awarded to the championship game participants.
Determining the winner of
the main tournament:
The winner will be the last undefeated player who has played in all previous
rounds.
The
Other Tournament:
The Other Tournament
participants consist of players who don’t initially qualify in the Main
Tournament. It is a potentially more open type gaming competition with players
still using the scenario list provided. Depending on the number of participants
the TD will organize the Other Tournament as either:
1.
A
Tournament Ladder(s) with 16 players or two 8 player ladders that leads to the
Sunday Other Tournament Championship, or
2.
Open
gaming where after the initial TD pairings the next competitor should be a
player with the same or better record.
The two players with the most wins, subject to Tiebreakers, go to the
Other Tournament championship game on Sunday.
General
Tournament Rules:
Determining sides in a
scenario:
The following guidelines come
into effect after the first round.
There are no set rules for
choosing sides. If both players agree, use any common approach. Here are some
suggestions:
Adjudication: All participants need to play at a
fairly quick and even pace. Although each scenario is essentially a competitive
event in the tournament, emphasis really should be on fun and good
sportsmanship. Extremely slow play makes playing any game much less fun. The
vast majority of ASLers want to have fun for the most part. That being said,
the TD will reserve the right to adjudicate any match that is taking an
excessive amount of time to complete. When adjudicating a match, the TD will
rule in favor of the player determined to be ahead (i.e., has the best chance
to win) in the match. All decisions will be final and binding. The TD will
listen to each players reasoning for victory and then will decide upon a
winner. If the TD cannot decide on a winner, he will appoint a committee of
three that will vote on it and that vote will stand. The TD will interpret
rules with help from his assistants, if necessary.
Protocol:
All players will use a dice
cup, box or tower where the dice move freely. If one die needs to be
re-rolled, both dice will have to be re-rolled.
When using towers and a die is leaning/cocked, decide before scenario
play if a reroll is to be required.
No comments on other players’
games! Players may ask about rules, but comments regarding tactics are not
allowed. Unsolicited comments about play are forbidden.
Agree on any options before the
bid begins: IIFT, Rules versions, etc.
Set up time should be no more
than 20 to 30 minutes for each side.
Set-up corrections: Any player found with troops outside setup
area, incorrectly placed, etc. after play has made correction impossible will
have those troops removed or broken at non-owning player's discretion.
The TD's decision is final and
binding. Players are encouraged to resolve questions among themselves. However,
if the TD is required to intervene or make a decision, it is final and binding.
Rules: Unless otherwise
explicitly stated in a scenario, only rules chapters A - E will be used.
Time Limits: Players are
encouraged to take the time they feel they need to play a thoughtful and
considerate game. However, excessive delay is discouraged. Opponents may always
prompt players to move more quickly if they perceive the time is excessive. If
no resolution can be made between the players, either may involve the TD for a
decision.
Tiebreakers (Qualification
Round(s) and Other Tournament):