NOTE: I omitted irrelevant stuff related to the con itself so you can just have the rules.
The WBC Axis & Allies tournament will be using the Revised version of the Axis & Allies lineage.
Schedule:
Each round is 4.5 hours in duration.
Important: Keep track of the time left in a round. The GM will alert players at each hour mark as to how much time is left.
At the 4-hour mark of each round (i.e. 30 minutes left in the round), the GM will announce that whatever “game round” your game is currently in will be your last. At the end of that full “game round”, adjudication of the game will be made. The term “game round” refers to each power taking a turn. The “game round” starts with the USSR and ends with the USA. If the beginning of a “game round” coincides with the reaching of the 4-hour mark, the game will be played for one more “game round”.
The 4.5-hour time frame is enough to finish at least five “game rounds” minimum.
Tournament Rules:
the rule set that will be used for this tournament is the Larry Harris Tournament Rules (v 2.0). No Appendix 3: Optional Rules (National Advantages) will be used. Larry Harris Tournament Rules (LHTR) can be downloaded at http://www.axisandallies.org/LHTR.
Adjudication System:
The determination of who wins a game will be based upon the control of Victory Territories (VTs). The Victory City method of determining a winner will NOT be used. Each side controls 12 Victory Territories at the beginning of the game. The Victory Territories are listed below.
AXIS POWERS
GERMANY
Germany
Western Europe
Southern Europe
Eastern Europe
Ukraine SSR
Norway
JAPAN
Japan
Manchuria
French Indochina
Philippine Islands
East Indies
Borneo
ALLIED POWERS
USSR
Russia
Caucasus
Archangel
Novosibirsk
UK
United Kingdom
India
Anglo-Egypt
Australia
USA
Eastern US
Western US
Hawaiian Islands
Sinkiang
If a player holds 18 (or more) VTs for a full round of game play (from the end of a country’s turn to the beginning of that same country’s next turn.), then that player automatically wins.
In the event of a VT tie at the end of the game, whichever side increased its IPC total is the winner. If the game is still tied after reviewing the IPC totals, then the GM will make a determination of the winner based upon the game situation at the time the game ended.
If a player chooses to concede before the game has reached the 18 VT automatic win threshold or the game time limit (4.5 hrs), a default score of 19 VTs and +30 IPCs will be awarded to the winner.
Bidding for Sides:
If the players cannot agree upon which side they will play, then they will bid to play the preferred side.
Players roll one die and the higher roll starts the bidding. The player who won the roll (Player #1) starts with an IPC amount that he is willing to give to the other player for the privilege to play the desired side. The other player (Player #2) then decides if the bid is an acceptable amount to receive for playing the undesired side. Player #2 can either accept the amount bid by Player #1 or Player #2 can counter with an IPC amount higher than that of Player #1. Bidding continues until one player decides to accept the amount of IPCs offered by the other player.
Example:
Player #1 rolls a 5, Player #2 rolls a 3. Player #1 starts the bidding (The player who wins the privilege to start the bidding can choose to defer the first bid to the other player.). Player #1 puts forth a bid of “Allies (+4)”.
What this means is that Player #1 wants to play the Axis and is willing to give Player #2 four IPCs to play the Allies. Player #2 must either accept the bid amount to play the Allies or counter with a bid greater than the one offered by Player #1.
Player #2 decides to counter with a bid of “Allies (+5)”. Now it is up to Player #1 to decide if he will accept five IPCs to be the Allies or counter with a higher bid.
Player #1 changes his mind about wanting to play the Axis and decides to accept the offer of five IPCs to play the Allies.
The player who accepts the offered IPCs receives that amount from the bank. These IPCs can be split among the countries of the accepted side in any manner that the player chooses. The IPCs can be used to purchases units that are immediately placed upon the board and/or the IPCs can be saved for use during that country’s turn later in the game. Units can only be placed into territories or sea zones that that country controls. A controlled sea zone is one that has units of that country in it. There is no limit to the amount of units that can be added to one territory or sea zone.
NOTE #2: The link I posted earlier suggests that the tournament allowed players to play 42 1st Edition OOB instead of Revised if both players agreed to it (probably because 42 1st Edition has 1:1 the same map as Revised, but with AA50’s core rule set). HOWEVER, I should point out that in all the research I did + the tournaments I personally participated in, no game was ever actually played on the 42 1st Edition map, so this rule is more or less irrelevant.