Introduction

  1. BGC stands for Battleground Cup. Wordplay intended.
  2. BGC is a Twilight Struggle tournament open for everybody, with no entry fees and no prizes unless somebody sponsors some.
  3. BGC is designed especially for players who want to play from time to time but do not wish to invest too much time into Twilight Struggle. The other group of target players are strong players who wish to enter YATSL-A without climbing from the lowest leagues. However, all other players are also welcome.
  4. All deadlines refer to the time zone of Warsaw, Poland. If only the day is given, the end of the day in Warsaw is decisive.
  5. BGC is played in seasons. The rules here refer to BGC 2017-b season which is played from 2017-09-01 till 2017-12-31.
  6. BGC is a knockout type tournament.
  7. The best players from BGC will be promoted to higher YATSL leagues in next seasons if they wish to.

Application

  1. Applications are opened since the moment of publishing this document and will be closed on 27 August 2017.
  2. By applying you agree to publish all provided data except e-mail in association with your results.
  3. By applying you agree to share all provided data (including e-mail) with AREA Rating Administrators.
  4. By applying you agree to share your e-mail with other players and to use it by me for BGC-related issues.
  5. Applications should be mailed to my address: pietshaq@zimna-wojna.pl. The data application should contain: first (given) name, last (family) name, country of residence, and valid e-mail. AREA-rated players should also provide AREA ID. AREA IDs and ratings may be found on Daniël Hogetoorn’s page, the link is on the bottom menu of YATSL page. Non AREA-rated players should also provide city and country of residence.

Pairing, Games and Setup

  1. Games are played with Optional Cards, no Chinese Civil War, and 2 extra IPs for USA at start.
  2. Players are paired against each other randomly. The tournament ladder is created at the start of the tournament. All players will be paired into one game in each tournament round. The first tournament round may be the only exception in case the number of players is not the natural power of 2. Other exceptions are possible in case of double forfeits. Side assignment is a part of pairing and players will have their sides assigned.
  3. The time limit for the game is 90 minutes per player. Exceeding the time limit immediately ends the game. If both players exceed the time limit the one who had exceeded the time limit first loses.
  4. Games are played on wargameroom.com with the usage of the newest engine version.
  5. The results of the games must be reported to me directly via e-mail by both players. The report should contain: the names of players (with sides assigned), the result, the tie-break result in case of a drawn game. Wargameroom.com file log (*.wgr) is recommended and will be the only base for decisions in arguable situations.
  6. The player who wins advances further, the losing player is eliminated from the tournament. In case of a drawn game tie-break decides.
  7. The games may be played outside the wargameroom.com if players mutually agree for such a change but if this produces any disagreements between the players they must solve the issues on their own.
  8. Any bugs in the engines that affect result are binding unless the bug result may be repaired either because the engine allows it or because it appears late enough (for example, incorrectly shows the winner of the correctly ended game). Players may also agree on a particular solution of a situation that arises due to the bug. This solution has to be accepted by the arbiter.
    A known avoidable bug must not be exploited. A player who does so loses the game immediately due to thermonuclear war. The list of known avoidable bugs is presented in the Appendix A after the rules.
    An unknown before avoidable bug may be exploited in a game in which it had appeared but it must be reported together with the game report. After checking and adding the bug to the Appendix it is treated as a known avoidable bug.
  9. Unless it is done to repair the damage caused by the engine bug, no taking back moves is allowed even under mutual agreement. Incidental exploiting of a known bug is treated as a damage caused by the engine bug and, therefore, in this situation taking back moves is officially allowed under mutual agreement. A player must not ask his opponent to take back move more than once. Denying taking back move by the opponent does not violate fair play and should be respected.
  10. Winning on time or winning by thermonuclear war due to exploiting a known and avoidable bug by the opponent must be claimed in a report. Otherwise, I take the reported result even if anybody replays the game later and notices the overstepping of the rules.

Tie-break

Since a game must produce the winner, draw is not an acceptable result of the game. Only for avoid drawing purposes Wargames is treated as if it was giving 6.5 VPs to the opponent rather than 6 VPs, and the China Card gives 1.5 VPs if face up or 0.5 VPs if face down during the Final Scoring.

Schedule

  1. The final game must be played by 31 December 2017.
  2. The deadlines for previous rounds will be announced after the number of players (and, therefore, the number of rounds) is known. I will do my best to fulfil the following.
  3. No deadline will be earlier than 17 September 2017.
  4. All deadlines will be Sundays.
  5. The intervals between the deadlines will have similar number of weeks.
  6. The game may be played at any time since the opponents and side assignment is known, no later than on deadline. If the players have problems arranging the game, they must strictly follow the procedure defined in Arranging Games section. This will be decisive if a game is not played until deadline and I will have to decide on who’s favour must it be forfeited.

Procedure of Arranging Games

  1. This procedure is valid if players are unable to arrange their game any other way.
  2. All steps of this procedure must be mailed to the opponent with a copy to me. All addressees of the mails must be visible.
  3. The USSR Player must provide 5 propositions of when to play a game. Each proposition must consider a date of game start and a time of game start. The set of propositions must also contain one valid timezone it refers to.
  4. At least 3 of the propositions of USSR Player must be on the weekend of the deadline of the given round, the latest of the propositions must not be later than 8 p.m. deadline date Warsaw time.
  5. No more than 2 propositions may be for the same day.
  6. Propositions must differ from each other by at least 6 hours.
  7. The deadline for sending propositions is Monday, 6 days before the deadline. It must also be at least 96 hours between the earliest proposition.
  8. The USA Player must respond in no more 36 hours, picking 2 of the 5 propositions sent by the USSR Player.
  9. The USSR Player picks one of the propositions selected by the USA Player and must respond in no more than 36 hours, confirming the date and time.
  10. Both Players must be present on wargameroom.com chat under their real names since the beginning of the agreed date and time until the end of the game. While being on chat the players must respond if they are asked for explanations. The time for response is 30 minutes after each message.
  11. Even if the procedure is already implemented, the players are allowed to play their game any other time before the deadline. The procedure is only valid when they do not and I have to forfeit the game.

Final Standings

  1. The winner of the Final Game takes the first place.
  2. The runner up of the Final Game takes the second place.
  3. The player who had lost Semi-Final against the winner of the Final Game takes the third place, the player who had lost Semi-Final against the runner up of the Final Game takes the fourth place.
  4. The places 5-8 will be awarded accordingly, based on who lost to whom in Quarter-Finals, and so on.
  5. After doing this, players will be moved so that all players losing due to forfeiture will be below all the players who do not lose due to forfeiture. The order in each of these two groups will remain unchanged.
  6. For this purpose only, the result of double forfeits will be drawn.
  7. The best player who does not earn place in YATSL 2018-a League A any other way will be invited to YATSL 2018-a League A.
  8. The second best player who does not earn place in YATSL 2018-a League A or B any other way will be invited to YATSL 2018-a League B.
  9. Other promotions to high YATSL 2018-a leagues are also possible. This depends upon the number of regular YATSL players who earn places in leagues and do not wish to take them.

Arbitration

  1. I will be the main arbiter to solve all conflicts that may arise during games.
  2. I will pick additional players to act as arbiters if there are too many issues to be solved or when the issue is about my game or a game the result of which is important to my placement. My decision about picking the arbiter will be made to choose a person who knows the rules of TS very well and who is not directly or indirectly interested in a particular result of a game to be decided.
  3. The arbiter’s decision is final.

Ratings

  1. The tournament will be reported for the AREA rating. I have no power to force the AREA rating holder to count this tournament.
  2. The drawn games will be reported for AREA rating as draws. Breaking ties applies due to knockout nature of this tournament only.
  3. Forfeitures will not be reported for ratings.

Appendix A: List Of Known And Avoidable Bugs

Wargameroom.com Engine (ver. 7.3)

  • When Grain Sales to Soviets draws UN Intervention, the engine allows playing the card even if this is a Headline Phase. This is against the official ruling. In YATSL game a player who draws UN Intervention in Headline Phase due to Grain Sales must return the card.