Deadly Sins: Gunboat Tournament |
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 GMBobby Administrator
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Sat May 29, 2010 7:12 pm    |
Tournament Name:
Deadly Sins
Tournament Type:
Three Round, Individual Gunboat Tournament
Notes:
As this is a gunboat (no press) tournament, do NOT post your interest in participating. This thread is for information purposes only.
Please E-mail o r a n g e s f w r @ g m a i l . c o m to confirm your interest, or for more information. Positions will be filled on a first-come, first-served basis.
Rank Requirement:
The only requirement is that you have completed at least one game (any type) on Redscape.
Victory Conditions:
See Rules
Deadlines:
See Rules
Power Assignments:
See Rules
Maps:
GM provided
Tournament Host:
GMBobby
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| posts: 332 | location: Lansdale, PA | joined: 04 May 2008 |
 GMBobby Administrator
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Sat May 29, 2010 7:19 pm    |
1.0 Tournament Overview
- 1.1 The “Deadly Sins” tournament (henceforth: “tournament”) will be a forty-nine player, three-round, individual gunboat (no press) diplomacy tournament open to all Redscape members who have completed at least one game (any variant) on the site.
- 1.2 orange/GMBobby will act as the tournament director, as well as each game’s GM.
2.0 Definition and explanation of a “Gunboat” (no press) tournament.
- 2.1 For the purposes of this tournament, participants and nation identities will not be announced or made public, and no press or communication between players will be allowed during games or between rounds. Player identities will be known only to the tournament director, and will be preserved until the conclusion of the tournament.
- 2.2 Attempts to communicate with other players, discern another player’s identity, or announce to another member of the site that you are participating in the tournament will be considered cheating, and will be grounds for removal from the tournament at the discretion of the tournament director.
- 2.2.1 A player so removed from the tournament will forfeit all rights to their score and position within the tournament, as well as eligibility to be named champion.
- 2.3 Use of orders to communicate
- 2.3.1 The use of written orders to communicate strategy and intention is within the scope of a gunboat game, and may be utilized.
- 2.3.1.1 As an example, a German player may order “A Berlin S A Moscow – Vienna”, even though the order obviously cannot succeed, even if there is no Russian unit in Moscow, in order to communicate to the Russian player that Germany seeks peace, and assistance against Austria. The order will be invalid, but it will be posted as written.
- 2.3.1.2 Germany may not order “A Berlin supports Russia against Austria, and hopes that Russia will join Germany in pursuing a two way draw”. This type of message would be considered “press”. The order will be deemed invalid, and all that will be posted is “A Berlin Holds (invalid order - press)”.
- 2.3.1.3 Determination of what constitutes “press” is the sole discretion of the tournament director.
- 2.4 What to do if you become aware of a participant or player’s identity
- 2.4.1 Do not communicate with that player regarding the tournament in any way, shape, or form.
- 2.4.2 Contact the tournament director and explain what you know and how you found out.
- 2.4.3 There will be no consequences for what is determined to be an honest mistake, but the tournament director does need to know if it happens.
- 2.4.3.1 If a player is knowingly trying to communicate with you about the tournament, you should inform the tournament director so that the offending player can be removed, and replaced.
3.0 Timetable
- 3.1 The tournament will be conducted over the second half of 2010, beginning July 1st 2010 and ending in early 2011.
- 3.2 Registration will be available beginning May 30th.
- 3.2.1 You may register by E-mailing (orangesfwr (at) gmail.com) or private messaging the tournament director.
- 3.2.2 Registration will be on a ‘first-come, first-served’ basis.
- 3.2.3 If there are not at least forty-nine participants by June 25th, the tournament may be postponed, or cancelled, at the discretion of the tournament director.
- 3.3 The tournament’s objective will be to clear one game year per week. Therefore, deadlines will be set at two weekdays per phase (no orders will be due on Saturdays, Sundays, or specified holidays). Due to the gunboat nature of the tournament, this pace should be easy to maintain for the GM and players alike.
- 3.4 All games within each round will be adjudicated, posted, and E-mailed to players at approximately the same time.
- 3.4.1 For ease of communication, the tournament director my simply BCC the entire tournament with a message indicating that the latest results are available on the Redscape website.
4.0 Structure
- 4.1 Round 1
- 4.1.1 Round 1 of the tournament will feature seven (7) boards and forty-nine (49) players.
- 4.1.2 Each game in Round 1 will have a mandatory DIAS imposed after the fall (autumn) retreats of 1908.
- 4.1.2.1 An early DIAS is not allowed. A board may end early only by solo victory.
- 4.2 Round 2
- 4.2.1 Round 2 of the tournament will feature two (2) boards and fourteen (14) players.
- 4.2.2 Each game in Round 2 will have a mandatory DIAS imposed after the fall (autumn) retreats of 1908.
- 4.2.2.1 An early DIAS is not allowed. A board may end early only by solo victory.
- 4.3 Round 3 – Championship
- 4.3.1 Round 3 of the tournament will feature one (1) championship board consisting of seven (7) players.
- 4.3.2 The championship round will have a mandatory DIAS imposed after the fall (autumn) retreats of 1914.
- 4.3.2.1 An early DIAS is allowed by active consent of all remaining (non-eliminated) players.
5.0 Advancement and Scoring
- 5.1 Advancement
- 5.1.1 Of the forty-nine (49) players in Round 1, only fourteen (14) will advance to Round 2. Two players of each nation will advance from Round 1 to Round 2.
- 5.1.1.1 This provides both a competition on the player’s board, and, a competition with players on other boards playing the same nation.
- 5.1.1.1.1 As an example, each Russian player will compete on his own board for points, and, with Russian players on other boards to earn the “Best Russia” or “Second Best Russia” titles, which allow for advancement to Round 2.
- 5.1.1.2 The primary determinant of “Best [Nation]” and “Second Best [Nation]” will be total SCs at the game’s conclusion.
- 5.1.1.3 The secondary determinant will be total score at the game’s conclusion.
- 5.1.1.4 Due to this structure, some boards may have more of its players advance to Round 2 than other boards, and there is no guarantee that a player from each board will advance.
- 5.1.1.4.1 As an example, if Board 1 ends in a three-way draw where each player ends with appx. 11SCs and a total of appx. 74 points, and Board 2 ends in a seven-way draw in which each player ends with appx. 5SCs and a total of appx. 39 points, the three surviving players on Board 1 may all advance to Round 2, while the seven players on Board 2 may all fail to advance.
- 5.1.1.5 In addition, having a higher number of SCs or a higher total score in Round 1 than another player does not guarantee priority in advancing to the Round 2.
- 5.1.1.5.1 As an example, an English player that finishes Round 1 with 10 SCs and 75 points, but is the third best England, will not advance to Round 2, while an Austrian player that finishes with 7SCs and 50 points, and is the second best Austria, will advance to Round 2.
- 5.1.1.6 This structure was devised to offset the potential advantage or disadvantage of playing a perceived “strong” or “weak” nation in Round 1.
- 5.1.2 The highest cumulative score for each player through both Round 1 and Round 2 will determine advancement from Round 2 to Round 3, as well as seeding.
- 5.1.2.1 The top seed for Round 3 (based on cumulative score) will be allowed to choose their nation, provided it is not a nation that the player has played previously in the tournament.
- 5.1.2.2 The second highest seed for Round 3 will then be allowed to choose their nation, provided it is not a nation that the player has played previously in the tournament, and that it is not the nation already chosen by the top seed.
- 5.1.2.3 This scheme will continue until all nations have been chosen, or, until it is no longer possible for a player to choose in a way that eliminates the possibility that another player will play a nation they have already played in the tournament.
- 5.1.2.3.1 Sounds complicated, but really it isn’t. Stated preferences may be used to speed assignments along - the tournament director will assist in this process.
- 5.1.2.4 Seeds and their choices will NOT be announced to avoid revealing the top ranked player, and potentially ‘giving away’ their history within the tournament.
- 5.2 Scoring
- 5.2.1 All supply centers are worth one (1) point.
- 5.2.2 A player’s score for each year will be calculated by adding the total number of owned supply centers following that year’s fall (autumn) retreat phase.
- 5.2.2.1 The maximum score in any year is eighteen (18). If a player ends a year with more than eighteen (18) supply centers, they will still earn only eighteen (18) points for that year.
- 5.2.3 A player’s score for each round will be found by adding the total number of points for each year of play, and accounting for any bonus or penalty points.
- 5.2.4 A player’s total cumulative score will be calculated by adding the total number of points from each game round.
- 5.2.5 Bonus Points and Penalties
- 5.2.5.1 A player will earn eighteen (18) bonus points, plus an additional eighteen (18) bonus points for every remaining game year, by achieving a solo victory [gaining eighteen (18) supply centers prior to the established deadline].
- 5.2.5.2 Each player on a board where another player has achieved a solo victory [gained eighteen (18) supply centers prior to the established deadline] will incur a three (3) point penalty, plus an additional three (3) point penalty for every remaining game year. This penalty applies to both surviving and eliminated players.
- 5.2.5.3 As an example: If Russia solos in 1906, Russia earns [18 + (18 * 2)], or 54 bonus points. Every other player on the board incurs a penalty of [3 + (3 * 2)], or 9 penalty points each.
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| posts: 332 | location: Lansdale, PA | joined: 04 May 2008 |
 GMBobby Administrator
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Sat May 29, 2010 7:23 pm    |
6.0 Rules
- 6.1 Redscape House Rules are not used for any facet of this tournament. This particularly affects adjudication outcomes when no orders are received for a given power, a unit is ordered twice, or ambiguity is present in an order or an order set.
- 6.2 Orders
- 6.2.1 Players are encouraged to send preliminary orders for all phases immediately after receiving or reviewing the previous season’s adjudication. A player may update their orders as often as they like up until the posted deadline.
- 6.2.2 Orders should be sent to the tournament director’s E-mail address (orangesfwr (at) gmail.com), and to no one else. The subject line of the E-mail should include the game name, the nation, the season, and the game year.
- 6.2.2.1 As an example, “Game 1 Italy S1901”
- 6.2.3 Ambiguity
- 6.2.3.1 To avoid ambiguity, the tournament director strongly recommends that players clearly identify updated order sets with a version number. Players should take all reasonable steps to avoid the uncertainties of E-mail delivery, and make it as clear as possible to the adjudicator which is the most recent set to be used. Without a clear indicator, the last set received by the adjudicator will be used.
- 6.2.3.2 The tournament director also strongly recommends clearly indicating the name of the territory, or its authorized abbreviation. The use of abbreviations which are unclear or otherwise ambiguous will result in the offending unit being forced to hold.
- 6.2.3.2.1 As an example, “F Skg – Nor” is ambiguous because “nor” could correspond with “North Sea” (properly abbreviated “Nth”), “Norway” (properly abbreviated “Nwy”), or “Norwegian Sea” (properly abbreviated “Nwg”). Ideally, all unit locations will be spelled out.
- 6.2.3.3 A unit type that is incorrectly specified in a movement phase will not be deemed invalid. This includes movement and support orders, as well as convoys, but does not include builds.
- 6.2.3.3.1 As an example, F Vienna - Trieste would not be deemed invalid if there was an army in Vienna. A Vienna – Trieste would be adjudicated. However, “Build F Vienna” would be considered an ambiguous order.
- 6.2.3.4 A unit type does not need to be specified in a build when the supply center is not capable of building a fleet (Munich, Moscow, etc.). A unit type must be specified when the supply center is capable of building a fleet (London, Rome, etc.).
- 6.2.3.5 Any and all other ambiguity is to be ruled a voided order. Misspelled orders that are not ambiguous (clear as to intent with no guessing) are valid, but those that might have duplicate meanings must be ruled void. This includes those units ordered twice. If two or more different orders exist for the same unit within the same order set, both orders will be considered ambiguous.
- 6.2.3.6 If an order in a movement phase is deemed ambiguous by the tournament director, the offending unit will hold, and will still be eligible to receive support to hold. If an order during a build phase is deemed ambiguous by the tournament director, the order will fail.
- 6.2.4 Coastal Designations
- 6.2.4.1 Coasts should always be specified when moving a fleet to the territories of Bulgaria, St. Petersburg, or Spain. However, if only one of the coasts is a possible destination, and no coast was specified in the order, the order will succeed.
- 6.2.4.1.1 As an example, “F Barents Sea – St. Petersburg” will be deemed a valid order, and adjudicated as “F Barents Sea – St. Petersburg (nc)” since a fleet in the Barents Sea cannot be ordered successfully to the south coast of St. Petersburg. “F Portugal – Spain” is ambiguous because both North Coast and South Coast are valid destinations for the fleet.
- 6.2.4.2 If the wrong coast is specified in the ‘to’ portion of an order, and it is not a valid destination, the order will fail.
- 6.2.4.2.1 As an example, “F Barents Sea – St. Petersburg (sc)” is invalid, and will hold.
- 6.2.4.3 Units supporting a move to a territory divided by coasts do not require a coast to be specified in order to succeed. However, if a coast is specified in such a support order, and the moving unit’s coastal designation does not correspond, the support will fail, even if that support comes from the same player’s unit.
- 6.2.4.4 If a fleet is ordered and specifies the wrong coast in the ‘from’ portion of the order, it will still succeed.
- 6.2.4.4.1 As an example, if F Bulgaria (sc) is ordered to move to Greece, but the order is written “F Bulgaria (ec) – Greece”, it will still be considered a valid order.
- 6.3 No Move(s) Received (NMRs)
- 6.3.1 NMRs will not cause the player to incur a game or tournament penalty. Due to the fast nature of the tournament, NMRs may occur. Redscape penalties for NMRs may apply.
- 6.3.2 In the event of an NMR, the following procedures will be followed:
- 6.3.2.1 Spring or Fall (movement) phase: All Units Hold
- 6.3.2.1.1 Holding units may be supported by foreign units.
- 6.3.2.2 Summer or Autumn (retreat) phase: retreating units will automatically retreat Off the Board (OTB)
- 6.3.2.3 Winter (build/disband) phase: If the player was entitled to a build or builds, those builds will be waived. If the player was forced to disband, disbands will be applied in the following manner:
- 6.3.2.3.1 Units furthest from a home supply center by movement distance (irrespective of ability to traverse the territory), followed by alphabetical determination, with “A” territories disbanded prior to “Z” territories.
- 6.4 Withdrawals, Abandonment, and Replacements
- 6.4.1 While the majority of players (over 70%) will be eliminated within two months, the possibility that a player will need to play in the tournament for six months or more should not be taken lightly. Please do not sign up for this tournament if you feel that the schedule or timeline is too demanding for your schedule.
- 6.4.2 In the event that a player needs to withdraw from the tournament, that player should contact the tournament director as soon as possible. A replacement player will be sought from a pool of specified replacement players.
- 6.4.2.1 Withdrawing players forfeit all rights to their score and position within the tournament.
- 6.4.3 In the event that a player abandons his position in the tournament (generally defined as three consecutive NMRs in movement phases and not responding to messages from the tournament director), the tournament director may replace the player at his discretion from the pool of available players.
- 6.4.3.1 Abandoning players forfeit all rights to their score and position within the tournament.
- 6.4.4 Replacement Pool & Proxy Players
- 6.4.4.1 The tournament director will seek out a pool of willing replacement players. If a replacement player accepts a position, they will earn the rights to the scores associated with that position throughout the tournament, and will be eligible to be considered the tournament champion, even if they did not participate in all previous rounds.
- 6.4.4.2 Members of the replacement pool may be chosen to act as proxy players for participants involved in short breaks from the tournament, where internet access is unavailable or not practical. Breaks should last no more than one game year, and should take place no more than once per round.
- 6.4.4.2.1 Due to the gunboat nature of the tournament, participants requiring a proxy player should contact the tournament director. All communication to a proxy player regarding strategy, etc. must be sent through the tournament director.
- 6.4.4.2.2 A proxy player will have full control of the nation, and will be allowed to order in any way they see fit, but will be encouraged by the tournament director to follow the spirit of the original player’s perceived strategy (stated or otherwise) as much as possible.
- 6.4.4.2.3 The identity of proxy players will not be revealed during the course of the tournament.
- 6.4.4.3 No position will fall into Civil Disorder. Any viable position may be replaced at any time, no matter how many times that nation has NMRd.
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| posts: 332 | location: Lansdale, PA | joined: 04 May 2008 |
 GMBobby Administrator
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Sat May 29, 2010 7:29 pm    |
7.0 Board and Nation Assignments
- 7.1 Round 1 board and nation assignments will be random. No preferences will be requested. If provided, they will have no influence on assignments.
- 7.1.1 The method of random assignment will be simplified. All player names will be placed into a ‘hat’ (or similar sorting mechanism) and drawn to fill each board’s nation assignment. For example, the first player drawn will play Board 1 – Austria. The second player drawn will play Board 1 – England. The last player drawn will play Board 7 – Turkey.
- 7.2 Round 2 board assignments will be as random as possible, but will be somewhat dependent on nation assignments, as explained below.
- 7.3 Round 2 nation assignments will be structured so that a player who has advanced to Round 2 will play a specified nation based on their nation in Round 1. The scheme of this system will be kept confidential to avoid allowing players to link and identify their opponents from round to round. The scheme has been designed by the tournament director to allow players to play different nations from round to round, and, to avoid players playing nations with overly similar positions or strengths.
- 7.3.1 As an example, a player will not play Italy in Round 1 and Austria in Round 2.
- 7.3.2 The mechanism for deciding a player’s Round 2 nation have been set in advance and can be proven after the fact to avoid accusations of bias or favoritism, if necessary.
- 7.4 Round 3 nation assignments will be made as explained in section 5.1.2.
8.0 Determining the tournament champion
- 8.1 The tournament champion will be determined in the following manner:
- 8.1.1 Of the Round 3 participants, the player who ends the game with the highest number of supply centers will be declared champion, unless more than one player shares the highest number of supply centers.
- 8.1.2 If more than one player ends Round 3 with the highest number of supply centers, the player among these with the highest score in Round 3 will be declared champion.
- 8.1.3 In the event of a tie, the player among these with the highest cumulative score throughout all three rounds of play will be declared champion.
- 8.1.4 In the event of a tie, the player who ended any of the three games with the highest point total for that game will be declared champion.
- 8.1.5 In the event of a tie beyond this, co-champions may be declared at the discretion of the tournament director.
9.0 Loose Ends
- 9.1 For any topics not expressly mentioned in the rules above, the following diplomacy rules will apply.
- 9.1.1 Avalon-Hill Diplomacy Rules (4th Edition, 2000) (Available: http://www.wizards.com/avalonh.....lomacy.pdf)
- 9.1.2 Anything not covered by the above will be decided by the tournament director.
- 9.2 In the event that you feel a rule has been improperly adjudicated, or a mistake in adjudication has occurred, please bring it to the attention of the tournament director immediately.
- 9.2.1 All decisions on such challenges will be made at the sole discretion of the tournament director.
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| posts: 332 | location: Lansdale, PA | joined: 04 May 2008 |
 GMBobby Administrator
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Sat May 29, 2010 7:31 pm    |
Just a note on the name of the tournament: the theme is "Deadly Sins", and this will tie into the game names. I just thought the theme fit well both with diplomacy and the structure of the tournament that I had in mind. I sincerely hope that the theme does not offend anyone. This tournament is for fun and glory, and is not meant to condone deviant behavior, or come across as preachy, in any way.
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| posts: 332 | location: Lansdale, PA | joined: 04 May 2008 |
 GMBobby Administrator
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Sun May 30, 2010 7:40 am    |
12 hours since posting, and 11 of 49 positions have been filled!!
Below is the tentative schedule that we will follow:
Round 1
July 1st - R1 Boards/Nations Announced
July 5th - S1901 orders due
July 7th - F1901 orders due
July 9th - W1901 orders due
July 12th - S1902 orders due
July 14th - F1902 orders due
July 16th - W1902 orders due
July 19th - S1903 orders due
July 21st - F1903 orders due
July 23rd - W1903 orders due
July 26th - S1904 orders due
July 28th - F1904 orders due
July 30th - W1904 orders due
August 2nd - S1905 orders due
August 4th - F1905 orders due
August 6th - W1905 orders due
August 9th - S1906 orders due
August 11th - F1906 orders due
August 13th - W1906 orders due
August 16th - S1907 orders due
August 18th - F1907 orders due
August 20th - W1907 orders due
August 23rd - S1908 orders due
August 25th - F1908 orders due
Round 2
September 1st - R2 Boards/Nations Announced
September 6th - S1901 orders due
September 8th - F1901 orders due
September 10th - W1901 orders due
September 13th - S1902 orders due
September 15th - F1902 orders due
September 17th - W1902 orders due
September 20th - S1903 orders due
September 22nd - F1903 orders due
September 24th - W1903 orders due
September 27th - S1904 orders due
September 29th - F1904 orders due
October 1st - W1904 orders due
October 4th - S1905 orders due
October 6th - F1905 orders due
October 8th - W1905 orders due
October 11th - S1906 orders due
October 13th - F1906 orders due
October 15th - W1906 orders due
October 18th - S1907 orders due
October 20th - F1907 orders due
October 22nd - W1907 orders due
October 25th - S1908 orders due
October 27th - F1908 orders due
Round 3
October 29th - R3 Nations Announced
November 1st - S1901 orders due
November 3rd - F1901 orders due
November 5th - W1901 orders due
November 8th - S1902 orders due
November 10th - F1902 orders due
November 12th - W1902 orders due
November 15th - S1903 orders due
November 17th - F1903 orders due
November 19th - W1903 orders due
November 22nd - S1904 orders due
November 24th - F1904 orders due
November 26th - W1904 orders due
November 29th - S1905 orders due
December 1st - F1905 orders due
December 3rd - W1905 orders due
December 6th - S1906 orders due
December 8th - F1906 orders due
December 10th - W1906 orders due
December 13th - S1907 orders due
December 15th - F1907 orders due
December 17th - W1907 orders due
January 3rd - S1908 orders due
January 5th - F1908 orders due
January 7th - W1908 orders due
January 10th - S1909 orders due
January 12th - F1909 orders due
January 14th - W1909 orders due
January 17th - S1910 orders due
January 19th - F1910 orders due
January 21st - W1910 orders due
January 24th - S1911 orders due
January 26th - F1911 orders due
January 28th - W1911 orders due
January 31st - S1912 orders due
February 2nd - F1912 orders due
February 4th - W1912 orders due
February 7th - S1913 orders due
February 9th - F1913 orders due
February 11th - W1913 orders due
February 14th - S1914 orders due
February 16th - F1914 orders due
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| posts: 332 | location: Lansdale, PA | joined: 04 May 2008 |
 GMBobby Administrator
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Wed Jun 02, 2010 3:25 pm    |
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| posts: 332 | location: Lansdale, PA | joined: 04 May 2008 |
 GMBobby Administrator
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Mon Jun 07, 2010 6:04 pm    |
We're down to 10 spots remaining!
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| posts: 332 | location: Lansdale, PA | joined: 04 May 2008 |
 GMBobby Administrator
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Sun Jun 13, 2010 8:31 am    |
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| posts: 332 | location: Lansdale, PA | joined: 04 May 2008 |
 GMBobby Administrator
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Sat Jun 19, 2010 8:19 pm    |
One final spot remaining! Get it while it's hot!
I'm also still eager to have a pool of replacement/proxy players. I have several already, but more is certainly better just in case they are needed.
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| posts: 332 | location: Lansdale, PA | joined: 04 May 2008 |
 GMBobby Administrator
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Sun Jun 20, 2010 6:19 am    |
The final position has been filled. Thank you all for your interest and participation.
If you are interested in being a replacement or proxy player, please continue to let me know.
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| posts: 332 | location: Lansdale, PA | joined: 04 May 2008 |
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