Hey guys,
I am interested in who has played with the Gen Con tournament rules?
If you are unaware there is a post from a while back in the 1914 forum.
TIA
Hey guys,
I am interested in who has played with the Gen Con tournament rules?
If you are unaware there is a post from a while back in the 1914 forum.
TIA
@All-Encompassing-Goose said in Converting Revised To The Modern Era?:
I’ve heard this game can last for days and can be a real slog. Is there a setup for this game that makes it better?
djudication 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 countrys turn to the beginning of that same countrys 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.If a player chooses to concede before the game has reached the 18 VT automatic win threshold or the game time limit 6 Rounds. The winner will be give a victory total of 19-5.
If no time limit, call it after 6 rounds (bid of 3-5 to Allies is the most balanced) if you have a time limit 4.5 hours for experienced players or 5 hours if less experienced/will play slower. Just ensure you get 5 or 6 rounds in.
Great thought put into this mate.
Regardless of version there really needs to be better than the OOB VCs like you stated.
I am sure the Victory Terriory system from WBC could be replicated/transferable (even if not exact locations) to something like Anniversary.
Especially since it is being released.
Revised is also my favourite but for some reason is a hard sell to players and I think it is purely age.
@The_Good_Captain photos and or videos for the fans from a far please!
@Krieghund where would one finds these?
TIA
Hey guys does this version have tournament rules?
@theveteran Not the tournament rules. You would have to use a lot of edit mode.
Looking to locate 1914 Tournament rule players
Hey Guys,
I saw on Smorey Swamp that Commanders and Tactics WW2 Deck Building Game was played at Gencon. I have been trying to find the game on BGG with no luck. If anyone knows this game and can provide a link that would be awesome.
Thanks heaps
@black
Any more games under your belt with the rules set?
@black said in 9 Victory Cities for a shorter game??:
Thank you!
Yeah what Doman posted was the full rule set at the tournament. On average 4.5 hours will get six rounds. So my groups plays for 6 rounds. We usually play 3, break for food, play 3.
Thanks for finding that @DoManMacgee
the Allies had 20 VT at the end of our last round:
So under the tournament rules the Allies win 20-4.
6 rounds is the most even with the bid of 3-5 to the allies as once it goes to 7,8,9,10 rounds it moves more and more in favor of the Allies.
I would be keen to play under WBC rules via triple A (play by email) if you are interested.
@black That is them above mate. The tournament no longer exists but I still swear that they are the best around for this version. A bid of 3-5 to the allies was the most common. Usually placed in Caucasus or India.
Another bid utilised was a inf in India, save a dollar and build an IC (for India) and an AC for UK on UK1.
This ruleset allowed IPCs to be held that were not spent during bid placement.
@slip-capone 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 countrys turn to the beginning of that same countrys 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.If a player chooses to concede before the game has reached the 18 VT automatic win threshold or the game time limit 6 Rounds. The winner will be give a victory total of 19-5.
@black The WBC Tournament Rules are the best IMO.
@dsumner said in Sci-fi themed A&A like games?:
I did a bit more tinkering on this over the past weekend. I’m in the process of working up the various factions as well as reading back through some of the comments you guys have made. I think I’m going with the idea of there being no specific time frame for game turns and a set number of turns per game (I’m thinking 12-15 turns per game, but I’d have to see how everything actually works out). On the faction side of the house, I’m thinking 3-5 major factions, and if another player jumps in, 3-5 minor factions and some neutrals. The minor factions could align themselves with one of the majors. One other idea I’m been giving some thought to is “Tech Levels”. More advanced cultures would get an attack or defense bonus vs. ones with less advanced tech, but I might drop the idea if it complicates things to much.
How many hours are you wanting the game to take?
@iwillnevergrowup said in Sci-fi themed A&A like games?:
@dsumner said in Sci-fi themed A&A like games?:
Each turn being 6 Months is just there as time frame players would be familiar with, as I’m trying not to make things to complicated
Just make each turn a “turn”/“round” of the game. No need to attach an arbitrary time to it. Even a turn/round timeframe in A&A is debated (I personally don’t see it as any set amount of real-world time, others see it as a set number of months, etc).
I would have to agree with this.
Sounding good mate.
Not sure if this is something you are thinking of but one thing I like in Axis and Allies and other games is either a built in timer like D-Day (turns)/original pacific (victory points) or a time limit of 4-4:30 hours like Revised tournament rules at WBC (I love their victory territories system).
Sounds good in theory seeing it will show a lot, like even a quick video on a turn run through once u have a concept. I think simple is best. I like the idea of axis and allies in space if it isn’t anymore complex. Others may feel differently.