Updated 2016-10-17, updates are marked with yellow background.
Updated 2016-12-14, updates are marked with light green background.
Updated 2016-12-18, updates are marked with pink background.

Introduction

  1. YATSL still stands for Yet Another Twilight Struggle League.
  2. YATSL is a Twilight Struggle tournament open for everybody.
  3. YATSL is a tournament with no entry fees (in general).
  4. YATSL is a tournament with no prizes unless somebody sponsors some.
  5. 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.
  6. YATSL is played in seasons. The rules here refer to YATSL 2017-a season which is played from 2017-01-01 till 2017-06-30.
  7. In case of inconsistencies or disambiguities everything written in this document overrides what was written in eariler documents referring to previous or this season.

Application

  1. Applications are opened since the moment of publishing this document and will be closed on 25 December 2016.
  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 YATSL-related issues.
  5. Applications should be mailed to my address: pietshaq@zimna-wojna.pl. The data application should contain differ and depend on the type of applicant:

    YATSL 2016 Standard Player

    YATSL 2016 Player should only e-mail his name and confirm his will of playing in 2017-a season. Also any data provided for YATSL 2016 should be updated if they had changed. The Players will not be put on the Participants List by default, mail is mandatory if you wish to play.

    YATSL 2016 Restricted Player

    YATSL 2016 Restricted Player is the one who did not finish either Preliminary or Final Phase of YATSL 2016, had forfeited 12 or more games in a single stage, and had withdrawn silently instead of noticing me of his willing to leave YATSL before being dropped for too many forfeitures.
    YATSL 2016 Restricted Player who wants to play must provide the same data as YATSL Standard Player plus pay an individually established deposit in Bitcoin. The deposit is 90%-refundable after the tournament provided the Player finishes the tournament without any forfeitures against him.

    AREA Rated Player Who Did Not Play YATSL 2016

    Players new to YATSL but not new to AREA should provide: first (given) name, last (family) name, country of residence, valid e-mail, and 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 Player

    Non AREA Rated Players should provide same data as AREA Rated Players plus city of residence. Such a Player should also find an opponent among current season YATSL Players (reading and understanding Deadline Event Rules for 2016 may be helpful), play a game against him under YATSL rules, and report the result as if it was a YATSL game. You may produce any data you would report in the normal game which do not apply for friendly games, such as Group or Round Number. Valid report must be sent until the Application Deadline but you may apply via e-mail first, providing your data, and send the report later (if both mails arrive on time).

Leagues

  1. YATSL 2017-a will be played in Leagues numbered by capital Latin letters: League A, League B, etc.
  2. YATSL 2016 players who apply for YATSL 2017-a will be invited to League A if they finish their YATSL 2016 playing on places 1-8 in Final A or 1-4 in Final B.
  3. YATSL 2016 players who apply for YATSL 2017-a will be invited to League B if they finish their YATSL 2016 playing on places 9-12 in Final A, 5-8 in Final B, or 1-4 in Final C.
  4. All other YATSL 2016 Final Phase players who apply for YATSL 2017-a will be invited to League C.
  5. New players and YATSL 2016 Preliminary Phase players who were not paired in YATSL 2016 Final Phase will be invited to League D.
  6. It is possible to move player upwards relative to the league he would be placed in accordingly to points 2-5 above. Such a decision is entirely up to me.
  7. Under no circumstances may any league contain more than 12 players. If more new people apply I reserve the right to change the lowest league’s or lowest leagues’ system to one that matches new situation best in my opinion. For example, if I had 12 players in each of League A, B, C, and 20 players in League D, I would probably make two equivalent leagues D1 and D2 with 10 players each, 2 advancing to C, 4 staying in League D next season, and 4 dropping to League E next season.

Pairing

  1. Each pair of players playing in the same league is expected to play one match. A match consists of two games, each player should play one game as USSR and the other game as USA.
  2. Each player is expected to play about 2 matches (4 games) a month.
  3. The pairs will be divided into Rounds but this is relevant only for some Deadline issues. The players are totally free to play games in advance any order.

Games and Setup

  1. Games are played with Optional Cards, no Chinese Civil War, and 2 extra IPs for USA at start.
  2. The time limit for the game is one hour per player. The first player who oversteps the time limit loses the game immediately.
  3. Games are played on wargameroom.com with the usage of the newest engine version.
  4. 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 number of the Turn in which the game ended, the exact VP result if the game ends in the Final Scoring, and the wargameroom.com file log (*.wgr).
  5. Any or all of the game setup defaults mentioned in point 1. may be changed if players mutually agree for such a change or changes, provided both games in the match are played with the same setup. If one game of the match had already been declared forfeited, the players must not deviate from the game setup defaults mentioned in point 1.
  6. The time limit may be changed if players mutually agree for such a change but the new time limit has to be reported via e-mail before the game starts. The time limit must be equal for both players. The formula may be more complicated than just a straight time limit for either player, for example it may contain a minimal time usage difference necessary to claim victory on time. It must only be clear enough for me to make a decision in case of conflict..
  7. The games may be played outside the wargameroom.com if players mutually agree for such a change. In this case the time limit and the game log do not have to be reported and will be ignored if reported. If ruling disagreements between players requires viewing game, I will do so only for wargameroom.com correctly saved games. In other cases I expect the players to agree about the basic facts and either rule basing on what is agreed or treat a game as unplayed if the differences between what players say are too big to judge properly without the game log.
  8. All changes of the defaults mentioned in the points 1-3. must be reported as well.
  9. If I receive one report, I treat it as a correct result. If I receive two reports and they differ from each other, the game log decides. If I receive no game log or two game logs which differ, I will notice the players. All disambiguities and differences not solved until the deadline of the tournament round will be solved on mutual disadvantage.

    Example: if I receive a result (for example, USA wins) but no information about the number of the Turn, I’ll treat it as if the winner had won in the Final Scoring by 1 VP and as if the loser had lost on Turn 1.

  10. 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.
  11. Unless it is done to repair the damage caused by the engine bug, no taking back moves is allowed even under mutual agreement.
  12. 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.

Score

  1. A player receives 1 point for winning a game, 0.5 points for drawing a game, 0 points for losing a game.
  2. If players have the same number of points, little points decide. A player receives 0 little points for drawing a game. A player receives the number of small points equivalent to the VP result of the Final Scoring but no more than 20 for winning a game in a Final Scoring. A player receives 31 minus the number of the Turn in which the game had ended small points if he wins a game before the Final Scoring. A player who loses a game loses the same number of small points the winner is awarded.
  3. If this is still a tie, the result between the players decide.
  4. If this is still a tie, the player with fewer losses due to forfeiture is placed higher.
  5. If this is still a tie, the players are considered to have tied unless it is relevant to find out the higher placed player.
  6. Forfeiture counts as if the game had ended on Turn 1. Double forfeiture counts as double loss.

Schedule and Deadlines

To ensure that the tournament goes on, there are going to be Deadlines. A Deadline is a date combined with the number of games required by the end of this date. Players who do not meet this requirement will be subject to appropriate actions.

The Deadlines assume 22 games to play. In a smaller group for the needs of Deadlines every player is considered to have played 2 games against each player missing to 12. For example: in a group of 10 people a player meets the requirement if the actual number of played games is no less than requirement-4.

There are two types of Deadlines:

Soft Deadlines

If a player does not meet the requirement, the missing games will be declared forfeited until the requirement is met. Both played and forfeited count for Soft Deadline requirement. The forfeited games are chosen round by round, game by game, assuming the first player in a pair is supposed to play the first game as USSR (this is where rounds and “colour” association matters). The games are always forfeited in favour of the player who has his requirement met and against the player who has his requirement not met. Only if both players have their requirements not met, the presence on the Deadline Event matters.

Hard Deadlines

If a player does not meet the requirement, he is dropped off the tournament immediately. Games played and won by forfeiture count to this limit but games lost by forfeiture do not count. A player is dropped once he misses the Hard Deadline requirement or once he reaches so many losses to forfeitures due to Soft Deadlines that it becomes impossible to meet the last Hard Deadline requirement.

All remaining games of the dropped player are forfeited against him. If the player had played less than 50% of the total games to be played in his league, all games he had played are also adjusted to forfeitures against him but they still count for AREA rating accordingly to their actual, played results.

If a double forfeiture of a game which is just to be double-forfeited eliminates one player of the pair from the Tournament and does not elimiate the other player, the forfeiture is granted in favour of a non-eliminated player against the eliminated player instead.

Deadline Events

  1. Deadline Event is a date combined with the number of the round.
  2. On Deadline Event a player is supposed to show up on the wargameroom.com chat on 7 p.m. Warsaw time and stay there for 30 minutes or until his opponent from the appropriate round appears.
  3. The match against the opponent from the appropriate round takes priority over all other matches on the Deadline Event day.
  4. If a player had already played his match of the appropriate round the Deadline Event is irrelevant for him.
  5. The Deadline Event appearance is relevant only when it comes to forfeit a game where both players are beyond their requirements, no matter whether the requirement specifies the number of games or the particular games, and one player had appeared on the Deadline Event while the other one had not.

See Schedule Page for detailed dates of Deadlines and Deadline Events in 2017-a.

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. All the played games will be reported even if their results are erased due to expelling a player from the tournament.
  3. Forfeitures will not be reported for ratings.

Appendix A: List Of Known And Avoidable Bugs

Wargameroom.com Engine (ver. 7.3)