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Contact us at: riniwa@iworg.com |
RulesThere will only be one Period played at this event, Ancients played to DBM 3.1 with Seniors, Juniors and Female sub-sections. Players must bring their own terrain, basemats/painted boards will be provided. It will be a 1-list, 5-round, ITC 3210 scoring, accelerated pairings event. Both early and end of game Blitz rules will be enforced. The default measurement system for the competition will be metric, players may agree to use imperial if they prefer. Please Note: The Juniors sub-section will play as a seperate competition and only be paired amongst themselves. Juniors will also only play 4 rounds (on Saturday/Sunday) with no accelerated pairings. Otherwise the Junior sub-section follows all the rules below.
Full Rules17/8/07 Updated to include statement on measurement system 1.0 Start Times & Pre-match Attendance Checks:Matches are scheduled to start at 19.30 on Friday evening and 9:00 and 13:30 sharp on Saturday/Sunday.
1.1 Dice:All dice will be supplied by the organisers. Players are obliged to use these dice unless both agree to use alternate dice supplied by themselves. 1.2 Contacting the Organisers:In the event that a player is running late for a match or unable to attend any round, we would require them to make contact with the organisers to advise us of your situation. Organisers can be contacted on the following mobile phone number: 085 122 7348 2.0 Terrain:Players to provide their own terrain. The umpire reserves the right to reject the use of any terrain pieces by any player, that is deemed inappropriate by design or layout (eg. dodgy terrain; star shaped hill, triangular gullies, etc.) 3.0 Deployment and Orders:Players are expected to have deployment complete within 30 minutes from the start of the round. Deployment orders are to be made available to opponents upon completion of each game. Orders should be written clearly without ambiguity. Maps are permitted as long as they clearly indicate relative positions between commands. 4.0 Scoring and Recording Bounds:The designated scoring system will be ITC 3210. Score sheets to be provided by organisers. Players are required to record (tick) each completed bound by both attacker and defender on the same score sheet. Players are fully responsible for recording scores and are not subject to alteration once handed in to umpire/s or organisers. 4.1 Details of 3210 ScoringThe same version of 3210 as is being used at the ITC in Gent this year will be used, i.e.
5.0 Match Duration:Matches will run for a nominal duration of 3 hours and 15 minutes, plus 0-30 minutes overtime as determined randomly by the umpire, at which point "time" will be announced. Matches that have not recorded a minimum 12 bounds/player at this point will continue under "Blitz" rule, refer section "8 End Of Match Procedure". 6.0 Late Arrival Penalties:Players must be present and ready to start the match at the appointed time after the draw has been released. Where a player has a reasonable excuse for arriving late the match start can be delayed by up to 15 minutes. After this time the effected player will be awarded a bye and full points for the match. 7.0 Blitz:At the nominal end of the match when "time" has been called, if 12 pairs of bounds have not been played, a Blitz period is entered. During the Blitz period all PIP based moves have to be carried out in 2 minutes per player, until 12 pairs of bounds have been played. 7.1 DetailPlayers record the number of pairs of bounds on a shared record (supplied to players). When "time" is called, if 12 pairs of bounds have not been played and neither army is demoralised, a Blitz period is entered into. The Blitz will be supervised by an umpire or a nominee appointed by an umpire (both referred to below as the "umpire"). The umpire will time the 2 minutes for the first (invader's) bound. PIP dice are thrown after the umpire starts the time. PIP dice allocation and all moves must be completed in the 2 minutes Blitz period. Any PIPs unspent at the end of 2 minutes are wasted. 7.2 Pursuit moves of enemy troops arising from break offs are done in the Blitz period. 7.3 Flank marchesIf arriving during a Blitz bound, the following is done before the Blitz period starts: the die for the flank marching command is rolled on its own, then the figures arriving are placed at their place of arrival and any flee moves resulting from the flank march arrival are carried out. The Blitz period is then started during which the arriving troops are moved on table. If flank marchers arriving in a subsequent bound cause enemy to flee, the umpire will pause the Blitz time for the flee move(s) to be carried out by the umpire. 7.4 After the end of the 2 minutes blitz period:
The process is then repeated for the defender's bound until 12 pairs of bounds have been played at which point the Blitz period is over and the game is scored as usual. 7.5 Early BlitzIf 1 hour before the end of the fixed time period for a match (ie. before the random time period) the players have not completed 7 pairs of bounds, the match will be subject to Early Blitz. Early Blitz operates in exactly the same manner as normal Blitz with the exception that the time limit for PIP based moves is increased to 4 minutes instead of 2 minutes. All other rules for Blitz apply. If when "time" is called 12 pairs of bounds have still not been completed then the full Blitz rules are applied as normal including the 2 minute limit for PIP based moves. If both players agree, the Early Blitz need not be played, but in that case, the end of game Blitz shall not be played either. Equally, if Early Blitz is played, then end of game Blitz shall be played if necessary. N.B. It is unlikely that an umpire or nominee will be available to continually supervise Early Blitz and, therefore, this will be the responsibility of the players involved, including timing. 7.6 Further Rules
7.7 Player's notes
8 End Of Match Procedure:When the umpire calls "time" to signal the nominal end of the round (see Match Duration);
8.1 Overtime Match Termination:The umpire reserves the right to conclude matches prematurely, after "time" has been called, if the progress of the match poses a disruption to administration of the championship. 9.0 Organising the draw:The draw is based on the Swiss System with Accelerated Pairings and is conducted with the basic principles being:
9.1 Pairing Procedure9.1.1 All competitors are assigned a "player number" (PN) which is based on their pre-tournament ranking. The PN is effectively the players ID for administration of the pairing process. 9.1.2 Players are ranked by their accumulated scores prior to each round and paired off from the highest score downwards, allowing for any exclusions as outlined in sections 9.0 and 9.2. Players on equal scores form a 'score-group' and selection within any score group for pairing purposes is completely random. 9.2 Pairing Exclusions9.2.1 Competitors shall not be paired with opponents from the same country* within the first two rounds. *Exception; If a particular national grouping of players presents a majority either overall or within a pairing group (ie. AP quartile), this national grouping can be divided into regions for pairing exclusions within the first two rounds. 9.2.2 (deleted) 9.2.3 Competitors shall not be paired against any relatives in the first degree of consanguinity for the duration of the championship. Thus a player would not be allowed to play against his/her spouse, parent, brother, sister, and/or child. 9.2.4 International competitors will not be allocated a bye in the first two rounds. 9.3 Byes9.3.1 Should the total number of players be (or become) odd during the tournament, a "bye" may need to be issued to a player prior to any pairing. No player is to receive more than one bye per tournament. 9.3.2 Players who are absent without reasonable cause will forfeit the round/s (scoring nil), opponents will receive the equivalent to a 'bye' assuming they cannot be re-integrated into the pairing process. 9.3.3 The player receiving the 'bye' will be chosen randomly from those eligible on the lowest score. 9.3.4 Organisers have the option to use a reserve player (if available) to eliminate the "bye". The reserve player, if used, would be paired against an opponent chosen randomly from those eligible on the lowest score 9.4 Final Championship PlacingsOn conclusion of the last round, players are sorted by their total accumulated score, with provision for adjustment to players receiving a bye (refer 10 Scoring Byes). If two or more players are tied on equal scores, refer to section 11 Countbacks for determining the final placings. 9.4.1 Junior Championship Placings Players aged 18 years or younger as of 1st Nov, who opt to play in the 4-round junior championship on Saturday and Sunday qualify for a championship placing as the Junior EIC based on their total accumulated score with the same provisions for byes as per section 10, and countbacks, refer section 11. 9.4.2 Female Championship Placings Female players qualify for a championship placing as the Female EIC based on their total accumulated score with the same provisions for byes as per section 10, and countbacks, refer section 11. 10.0 Scoring byes:Players awarded a "bye" are given full points under the designated scoring system. 11.0 Countback Method:11.1 This countback method is for separating competitors on tied scores for the top three placing in all catergories (overall, female, junior.) 11.2 If the tied players actually had a game, the winner of that game is ranked higher. In the case of a three or more way tie only use this step if one player defeated all the others currently tied on the same score. 11.3 If they did not play, or the game was a draw, use the sum of their opponents scores. The player whose opponents scored higher is ranked above the other. If an opponent did not play in all rounds (other than when allocated a bye), that opponent's total score is adjusted as per c) below. 11.4 If a player fails to compete in any rounds of a tournament other than when allocated a bye, use an average score from there completed games to fill in the missing rounds strictly for the purpose of calculating countback scores for their opponents. 12 Special Conditions:12.1 - All figures must be appropriately based and painted and must accurately depict the troops they represent. 12.2 - Players must fully define their troops as they are placed on table. 12.3 - Any incorrect army list discovered after a game has commenced (after set up dice have been rolled) must be corrected prior to the next match. 12.4 - If a player resigns from a game at any stage after the first set up dice have been rolled their opponents will be awarded full points. New! (17/8/07) 12.6 -The default measurement system for the competition will be metric, players may agree to use imperial if they prefer. 13 Umpires13.1 The Umpires will adjudicate in accordance with the written letter of the rules, unless otherwise specified by an official clarification released by the authors, or, in conjunction with IWF clarifications. For DBM, these can be downloaded from here(zipped MS Word file). Umpires otherwise have final adjudication on any issues with ambiguities or requiring interpretation. 13.2 Players are to accept the Umpire's decision with good grace remembering, any player haranguing, being aggressive or abusive to the Umpire may be subject to having their game forfeited or, in severe cases, be ejected from the competition. 13.3 Players participate at the discretion of the organisers. Players who exhibit offensive, disruptive or inappropriate behaviour will be removed from the competition at the discretion of the organisers. |
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