AXIS AND ALLIES SPRING 1942 (2ND EDITION) TOURNAMENT
This tournament will have 3 Rounds of play using the SWISS TOURNAMENT
SYSTEM.
• All games have a time limit of 2 hours and 30 minutes. (See END TIME
rules handout for details not part of this page)
• Tournament play is based on 1942 2nd Edition Rulebook/Game Board &
Errata by Larry Harris.
• The Bidding System used will be an OPEN bid for sides. (See below for
details on Bidding)
SWISS TOURNAMENT SYSTEM :
The first round opponents are drawn randomly. All participants proceed
to the next round in which winners are pitted against winners, losers
are pitted against losers, and so on. In subsequent rounds, each
competitor faces an opponent with the same (or near same) cumulative
score. No player shall be paired with the same opponent twice.
Compared to a knockout/round robin style tournament, the Swiss system
has the advantage of not eliminating everyone, so a player who enters
the tournament knows he will play in ALL rounds, regardless of how well
he does (unless there is an odd number of players). In the event of an
odd number of players, the one left out each round will receive a bye :
he does not play that round but is awarded the same number of points as
for winning a game. This player will then play in each other round and
will not receive a second bye.
Round 1 : #1 vs #2, #3 vs #4 and so on.
Round 2 : Winner of table 1 vs Winner of Table 2. Loser of Table 1 vs
Loser of Table 2, and so on.
Round 3 : Equal cumulative scores meet (ie : 2 wins vs 2 wins, 1 win vs
1 win, 0 win vs 0 win, etc)
There are a predetermined number of rounds. After the last round,
players are ranked by their final score and a winner determined.
If this is tied then a tie break score shall be used.
If time allows, a Playoff game will be used to break a tie. Otherwise
(in order of importance);
1. If the tied players played one another, the winner of that game
finishes higher on the tie break
2. Cumulative Points - Sum the running score for each round
- example : if a player has (in order) a win, loss, draw his
running score will be 2,2,3. The sum of these is 7.
- example : if a player has (in order) a loss, win, win his running
score will be 0,2,4. The sum of these is 6.
- example : if a player has (in order) a win, win, loss his running
score will be 2,4,4. The sum of these is 10.
- example : if a player has (in order) a win, loss, win his running
score will be 2,2,4. The sum of these is 8.
3. The player with the most wins finishes highest on tie breaks.
4. The player with the higher Victory City total from all three games
5. The player with the greater IPC percentage increase total from all
three games.
6. As a LAST RESORT, if all else still results in a tie, ties will be
broken with a dice roll by the tied contestants with the highest roll
winning.
ADJUDICATION SYSTEM :
Victory Conditions:
1. If your side controls 3 or more total Victory Cities than it started
with (9 for the Axis & 10 for the Allies) at the end of a complete round
of play (after the completion of the US turn) you win the war.
2. If neither side has obtained the 3+ VC’s within the time frame
allotted, the side with the most VC (Victory Cities wins) since there
are 13 VC; there cannot be a tie. So take this into consideration when
bidding.
If a player chooses to concede before the game has reached the win
threshold or the game time limit a default will be awarded to the player
who did not concede.
POINTS SYSTEM :
A win will score 2 points, a tie will score 1 point and a loss will
score 0 points.
BIDDING FOR SIDES :
If the players cannot agree upon which side they will play, then they
will bid to play the preferred side. To determine who starts the
bidding, both sides will roll two dice. The winner, the higher number,
chooses whether to start the bidding or defer. Whoever starts the bid,
must announce what side they wish to play (Axis or Allies) and issue a
positive bid (minimum 1 IPC). If your opponent takes the bid at 1 IPC
then obviously, they wanted to play the other side and the 1 IPC is
lost. If they choose to increase the bid, then the bidding will continue
until one side accepts the bid IPC value and buys units accordingly.
Bid IPC’s may be used to buy game pieces only! You may not save the
money or use it for the purchase of Industrial Technology and/or
Complexes. Once the bid number has been determined, the side receiving
the bid will make their purchase and place all bid pieces on the game
board in territories/sea zones in which they occupy at the start of the
game. You may NOT mix the bid units purchased for one country with units
of an allied country. Also, units may not be placed in Neutral
Countries.
DISPUTE RESOLUTION :
All matters of disagreement should be brought to the attention of the
GM and/or the Assistant GMs. The GM will strive to produce a fast, but
fair judgement. Players are expected to be familiar with the rules
EVENT TARDINESS:
If during any tournament round, a team (both members) are tardy for the
start of their next game by more than 15 minutes of the designated start
time for that round, this will cause forfeiture in the game and
disqualification from the SE event.
DICE:
The game comes with a base set of dice. Using your own dice for rolling
to speed up play is permitted. You must let your opponent use any dice
you bring to the table. Dice that roll off the table will be discounted
and must be re-rolled. Cocked (that do not land flat on one side) dice
must be re-rolled.
END TIME RULES:
1. REGULATION PLAY – All games must be finished within the Regulation
Play Time Limit. No game shall end in the middle of a game round of
play.
2. STOPPAGE TIME – At the end of Regulation Play in all tournament
games, 15 minutes of Stoppage Time will be added IF NECESSARY for teams
to finish out the last round; that is, to play to the end of the last
power’s turn (for example, to the end of the U.S. turn in 1942 2nd Ed.).
3. MINIMUM ROUND LIMIT – All games should reach the minimum number of
rounds (5), though more rounds are always encouraged. If your game is
not on this pace, you may be playing too slow and could be warned (see
Stalling Rules below).
4. TIME NOTIFICATIONS – Judges will notify the players when there are 60
minutes, 45 minutes, and 30 minutes left in Regulation Play. Depending
on the game variant and which power’s turn it is at these times, either
the current round is the last or one more round could be played (see
Last Round Rules below). However, it is up to the players, not the
judges, to complete the last round of play within the time constraints.
5. 30 MINUTES LEFT IN REGULATION PLAY - The Current round will be the
last round. No games may start a new round with less than 30 minutes
left in Regulation Play.
EXPIRED TIME RULES :
• At the end of Regulation Play, IF NECESSARY, players have 15 minutes
of Stoppage Time to finish out the last round.
• At the end of Stoppage Time, the GAME ENDS immediately, even if
players, for whatever reason, have not finished the game to the end of
the last power’s turn. At that point, whichever side controls the most
Victory Points (VP) based on the games victory conditions, is the
winner! If there is a tie, see specific rules for tiebreakers.
STALLING :
• If any player or team is playing too slowly or stalling to try to
reduce the number of rounds played in order to win, their opponent may
complain to the judges, and a warning will be issued.
• If stalling continues, and the opponent lodges a second complaint, the
judges will watch the game for a period of time to determine whether the
slow player/team is in fact stalling.
• If judges rule that stalling has occurred, then the offending
player/team will be DISQUALIFIED FROM THE EVENT and their opponent will
be ruled the winner of that game.
• Stalling is considered any play that takes more time than usual to do
combat movement, roll dice and finish non-combat movement.
1942 2nd Edition Rulebook Clarifications & Errata:
• Armor cost 6 IPC’s not 5 IPC’s
• Hawaii/Honolulu is a VICTORY CITY. This is different from the Original
Version and is NOT noted in the rulebook as such.
• The Optional rule for Interceptors will NOT be used.
• The Black Sea is OPEN to transports and naval ships including subs.
• Transports are not permitted to offload land units for an amphibious
assault in a sea zone containing 1 or more enemy subs unless at least
one warship is present belonging to the attacking power at the end of
the combat move phase.
• During amphibious assaults, keep the attacking overland & sea borne
land units separated. The attacking sea borne units cannot retreat!
• All overland land units and aircraft participating in an amphibious
assault, may retreat after each round of combat if the attacker so
chooses.
• All Industrial Complexes have “built-in†AA guns not designated on the
game board as pieces.
• AAA (Antiaircraft Artillery): 1. May NOT move during combat phase. 2.
May only defend when air units are attacking the territory the AAA’s are
in. 3. May NOT fire at planes passing overhead during any phase. 4. Each
AAA may only fire at, up to 3 aircraft and only once in the 1st round of
combat.