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:

  • Players agree to sides due to preference.
  • Players roll 1 die; high die selects side, low die gets balance provision.
  • As above, but agree on balance (or no balance) before rolling.

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):

  • Head-to-head play. If you and Jack both end up 4-2, but you beat Fred, you will be ranked higher than Fred.
  • Play against the same opponent. If you and Gary both are 4-2, and you didn't play each other, but you beat Jack and Jack beat Gary, you will be ranked higher than Gary.
  • Total number of wins of the people you defeat. People who defeated better players will be ranked higher.
  • Total number of wins of the people you lost to. People who were defeated by better players will be ranked higher.
  • If these fail to resolve the tie, high roll of two dice will win.