Tournament Procedures for use at
International Wargames Championship
World Individual Championship
2005

<Click here to download Word document>

1.0  Start Times & Pre-match Attendance Checks:

 

Matches are schedule to start at 9:00am and 2:00pm sharp each day.

·         Each  morning, players are required to be present 20 minutes prior to the scheduled start time for “roll call”.

·         At the end of the roll-call, any missing players' names will be called again.

·         Any player not present for this morning “roll call period” up to ten minutes prior to the start time will forfeit the round. The only exceptions will be for players who have made contact with one of the designated organisers to explain their circumstances and advised an expected arrival time. Refer section 1.2 “Contacting the Organisers”

·         Late penalties still apply to players not present at their tables after the scheduled start time (see section 6).

 

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; 0428 268 713 or 0423 000 144 (international callers +61 428 268 713 or +61 423 000 144.)

 

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 & 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 & Recording Bounds:

 

BHGS 0-32 Scoring to be use with score sheets to be provided by organisers. Players are required to record (Ptick) 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.

 

5.0 Match Duration:

 

Matches will run for a nominal duration of 3 hours 30 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 will be delayed by up to 15 minutes. After which time the effected player will be awarded a bye and 32 points. Late penalties are exclusive to those outlined in section 1.0 “Start Times & Pre-match Attendance Checks.”

 

7.0 Blitz:

 

All games are required to achieve a minimum 12 bounds/player (exception, refer 8.1) Completed bounds are recorded on the shared score sheet by players. In the event of a dispute over recording bounds, the lower number will be accepted. The Blitz rules can be disregarded by players if both agree to do so.
 

7.1 Blitz Commencement:

When the umpire announces the nominal end of the round by calling “time” (refer section “5 Match Duration”), any match that has not recorded 12 completed bounds per player will continue play under section 7.2 Blitz Restrictions until the defending player has completed their 12th bound as detailed in section “8 End Of Match Procedure.”

 

7.2 Blitz Restrictions:

Matches continuing play under “Blitz” have the following restrictions;

7.2.1     All pip-based movement* must be conducted within a strict 3 minute period known as the “Blitz period.”  Timing is monitored by the non-bounding player with the timer made visible to both players throughout the bound.
(*includes pursuit moves by enemy elements resulting from break-offs.)

7.2.2      The Blitz period commences immediately after the pip dice have been rolled. Allocation of pip dice is inclusive.

7.2.3      Any movement whose legality is questioned must to be marked and referred to the umpire after the Blitz period. Should the movement in question be determined as illegal by the umpire, the element/s involved are returned to their original position.

7.2.4    An opponent is not entitled to distract a bounding player during the Blitz period with debate or questions apart from identifying moves for later referral to the umpire (ie. checking legality.)

7.2.5    The moving player can refer questions to the umpire regarding legality of movement, but this is included in the Blitz period. The timer is not stopped.

7.2.6      Any unspent pips at the end of the Blitz period are wasted.

7.2.7      Spontaneous movement not completed within the Blitz period will be processed by a third party which will be designated by umpire.

7.2.8    The umpire can stop (and if appropriate re-start) the Blitz period for any reason they seen fit.

 

Players are responsible for providing their own timers, preferably countdown timers which can be visible to both players.

 

7.3 Premature Blitz:

The recording of bounds played should highlight at an early stage whether a reasonable speed of play is being achieved.  Should an umpire determine that a match is progressing too slow to achieve the minimum 12 bounds/players within the duration of the round, Blitz can be imposed prior to the end of the round. This ruling is to be applied in extreme cases of perceived "slow play".

 

8 End Of Match Procedure:

 

When the umpire calls “time” to signal the nominal end of the round (see Match Duration);

·       All matches that have recorded at least twelve (12) completed bounds per player will cease all movement and immediately resolve any shooting and combats as per normal combat phase. The bound is then declared over and the match finished.

·       Matches that have failed to record twelve (12) completed bounds per player continue under the Blitz rule until the defending player has completed their twelve (12th) bound. The match is then declared finished.  

Victory points for each player are then calculated, recorded on the score sheet, signed by both players and returned to the umpire or championship administrators. They are not subject to alteration after this point.

 

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 and is conducted with the basic principles being:

·         Two players may play each other only once,

·         Players are paired with others of the same (or nearest) progressive score,

·         Final ranking order is determined by the aggregate of points won.

 

Please note, the utilisation of IWF seedings as part of the draw is currently under development by the IWF  committee and subject to inclusion.  An announcement regarding any decision on seedings, or use of accelerated pairings will be made in advance of the championship.

 

9.1 Pairing Procedure

9.1.1      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 & 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 Exclusions

9.3.11  Players shall not be paired with opponents from the same state, nor shall visiting international players (ie. non-residential Australian) be paired with opponents from the same country within the first two rounds.

9.3.12  Players with armies drawn from the same list are not to be paired for the first round only (ie. no civil wars). This applies even if both armies from the same list have been selected with separate options, dates &/or periods.

9.3.13  Players 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.

9.3.14  Players from interstate (or overseas) will not be allocated a bye in the first two rounds.

 

 

9.3 Byes

9.3.1Should 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.

9.3.2Players 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.

9.3.3The player receiving the ‘bye’ will be chosen randomly from those eligible on the lowest score.

9.3.4Organisers 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 Placings

On 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 23rd April, qualify for a championship placing as the Junior WIC 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 32 point result under the 0-32 BHGS scoring system.

 11.0 Countback Method:

 

11.1 - 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.

11.2 - If they did not play, or the game was a 16-16 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.

11.3 - 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   - No dismounting element can remount unless it is accompanied by an appropriately based transport element of riderless mounts and holders.

12.3   - Players must fully define their troops as they are placed on table.

12.4   - 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.

12.5   - If a player resigns from a game at any stage after the first set up dice have been rolled their opponents will be awarded 32 points.

 13 Umpires

 

13.1  The Umpire 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 (v2.11) <www.bhgs.co.uk/RuleClarifications/DBMclars/dbmclar.htm>. 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 must not expect umpires to rule on matters of measurement, or to make rulings if elements have been moved, without marking. It is the responsibility of the moving player to resolve such issues before moving elements. The benefit of any doubt will be given to the non-bounding player.  

 

13.4  If you are about to move an element where it is difficult to measure distances or the move may prove to be controversial, it is good practise to mark the position before moving. The benefit of any doubt will be given to the static player.  

 

13.5  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.