Please note that the rules are different from the previous seasons’ rules in several important aspects! Please focus you attention mainly on simplified deadlines and two types of applications (regular and substitute).

Introduction

  1. YATSL still stands for Yet Another Twilight Struggle League.
  2. YATSL is a tournament with no entry fees.
  3. YATSL is a tournament with no prizes unless somebody sponsors some.
  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. YATSL is played in seasons. The rules here refer to YATSL 2018-a season which is played from 2018-01-01 till 2018-06-30.
  6. YATSL is a Twilight Struggle tournament open for everybody.
  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. A player may apply as a regular player, a substitute player, or both. A regular player is a player who competes in a league. A substitute player is a player who plays games as a substitute for the regular player of this match if a match between regular players cannot be played for whatever reasons (withdrawal, timezones hard to match, etc.). A player will never be assigned to a game as a substitute player without his or her explicit agreement to play this particular game.
  2. Applications for regular players are opened since the moment of publishing this document and will be closed on 25 January 2018. However, pairings will be published basing on applications submitted until 29 December 2017. Later applications will be assigned to higher leagues with lower priority.
  3. Applications for substitute players are opened until the end of the tournament.
  4. By applying you agree to publish all provided data except e-mail in association with your results.
  5. By applying you agree to share all provided data (including e-mail) with AREA Rating Administrators.
  6. By applying you agree to share your e-mail with other players and to use it by me for YATSL-related issues.
  7. Applications should be mailed to my address: pietshaq@zimna-wojna.pl. All players should point out whether they like to be regular players, substitute players, or both (the last option, also known as Tasos-rule, is for those who have never enough). The data application should contain differ and depend on the type of applicant:

    YATSL 2017-b Player (Regular)

    YATSL 2017-b Player should only e-mail his name and confirm his will of playing in 2018-a season. Also any data provided for YATSL 2017-b 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.

    AREA Rated Player Who Did Not Play YATSL 2017-b (Regular)

    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 here.

    Non AREA Rated Player (Regular)

    Non AREA Rated Players should provide same data as AREA Rated Players plus city of residence and nationality.

    Substitute Player

    A Player who wants to act as substitute should provide same data as Regular Player of the same type plus the maximum preferred number of substitute games (per month, per season – whatever is more convenient).

     

Leagues

  1. YATSL 2018-a will be played in Leagues numbered by capital Latin letters: League A, League B, League C1, League C2, League C3, etc.
  2. The qualification to Leagues A and B depends on the results in YATSL 2017-b and BGC 2017-b and the rules are given there. All other players qualify to one of the C groups. All C groups are parallel and considered equal to each other.
  3. Under no circumstances may any single league group contain more than 9 players. A player will not be expected to play more than 16 games during the season.
  4. It is possible to move player upwards relative to the league he would be placed in accordingly to point 2 above. Such a decision is entirely up to me. The maximal group size of 9 players must be kept. Each player who is arbitrary moved to a higher league must have the AREA rating higher than the average AREA rating of players who are placed in this league without arbitrary moving.

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 between 2 and 3 games a month.
  3. The players are totally free to play games in any order.
  4. If the players have trouble meeting each other they should contact me and I try to find a substitute player of suitable strength for each of them. This means that the players’ real opponents change. The game played against a substitute player counts as a normal game for table as if it was played against a schedules opponent and counts for AREA for the players who really played it. This may lead to games which are partially played and may lead to games the results of which do not sum up to zero.

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). If more than one game is reported in a single e-mail, the order of playing games must be clear.
  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 (ahem, and the entire games) 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.
  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. A game which has never been played is also worth 0 points but this may be changed accordingly to point 6.
  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 players are considered to have tied unless it is relevant to find out the higher placed player.
  5. Forfeiture counts as if the game had ended on Turn 1.
  6. Despite the substitutes some games may never get played. In such a case I decide about the result entirely. In general such a game does not count for either player, no player receives points, but I may decide otherwise under special circumstances.

Withdrawals

A player who doesn’t wish to compete any longer may freely withdraw at any time (but please, don’t do it in the last two weeks). In such a case I assign substitute opponents for all his remaining opponents and the withdrawing player’s result will remain. Please only note that the player who has more than two games unplayed at the end of the league (withdrawn or not) may be invited only to the lowest league in the next season, regardless of the result.

Schedule and Deadlines

The schedule similar to previous seasons does not exist any longer. The players are expected to play 16 games in 6 months and this means that you must not have more than 12 games left at the end of February, no more than 9 games left at the end of March, no more than 6 games left at the end of April, no more than 3 games left at the end of May, and no games left at the end of June. Failing to meet this requirement subtracts 1 (big) point from the result of the player per failed game but does not forfeit any game. No matter how many negative points you earn, you still have all games to play.

A player may never have more negative points for the failed deadlines than the number of missing games. This means that if you have 13 games left at the end of February you get a negative point but with 10 at the end of March you don’t get another one because you lack one game and already have one negative. If you get 6 at the end of April and then again 5 at the end of May, you get one more negative point, not two, because you are two games behind so you may be up to two negative points in total.

Playing a game as a substitute removes half of the negative point earned for deadlines if you have any. This works only if you have negative point at the moment when the game is played and does not lower the maximum limit of negative points. Example: if you have 13 games left at the end of February, you get 1 negative point. If you play a substitute game in March, your negative points are reduced to 0.5. If you then have 8 games left at the end of April, you end up with 2 negative points rather than 1.5.

 

Deadline Events

The Deadline Events concept does not work and is not a part of the rules any longer.

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)

  • 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.