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ID Hucknall Cup

Rules

This is a knock-out tournament featuring the 16 members of the Division 1 and 2 Round Robin tournament, and run alongside that tournament. It consists of 4 rounds (with replays as necessary) and each player must choose a different power for each game.

Section A: Overall Rules

  1. Each round there will be a random draw. This will be achieved by two nominated players who will be the Drawmasters (see Section D). In each pairing the first player is the 'home' player and the second is the 'away' player.

  2. Everybody then submits their preference list including all powers not yet played with the following restrictions.
    1. You can't play the same power twice. In Round 1 you select a 7 power list, so in Round 2 you would only put down 6 powers on your preference list (or 5 if the Round 1 game went to a replay - more on replays later). A player must put down all powers on his preference list that he hasn't yet played in the Tournament.
    2. If one player has a preference list which is longer than his opponent (due to his opponent having played more replays) that player's list is truncated to the same number as the player with the lesser number of powers available to him by removing the lower powers in the list as necessary.

  3. If a game ends in a draw then there is a replay. The player who was the 'home' player now becomes the 'away' player and vice-versa. The preference lists submitted by the two players for the original (drawn) game should be re-used with the country played by each player in the drawn game being excluded from their own list.

  4. Where preference lists are identical in Rounds 1 to 3, or their replays, the home player will play his first choice and the away player his second choice.

  5. Where preference lists are identical in the final Round (but have more than one power listed), then the GM will draw lots to determine who gets to play his first choice and who gets his second. If a replay is necessary then the loser of the drawn lots gets his first choice assuming both players still have two or more powers on their preference lists.

  6. If a replay ends in a draw then the tiebreak rule comes into force. See Section B.

  7. If by the Final, or Final replay, the preference lists are reduced to just one power and these powers are the same ones, then *both* players will submit a new 7 power preference list.

  8. Failing the above, the Advisory and Disputes Board has the final say to resolve any problems that may arise with regard to allocation of countries.

  9. A GM may impose deadlines if he feels the game is being dragged on.

  10. A GM may declare a game drawn if there is a demonstrable stalemate line, bearing in mind that in a replay players may be playing to achieve a superior supply centre count and credit balance. (See Section B).

  11. If a player drops out of this competition or is evicted, his opponent will be awarded victory in any game currently being played, or will receive a bye if necessary.

    Section B: Tiebreak Rules

  12. If a replay also ends in a draw then the Tiebreak rules come into effect.

  13. Whoever holds the highest number of supply centres in the replay after the last Autumn season played shall be the winner.

  14. If the game is still tied after the application of the above rule then the winner will be the player with the highest number of credits held. If the last turn completed is a bidding season then the credits held after that the bids are those that are used. If the last turn played is an Autumn season then the credits held are used in the calculation as no bidding will have taken place.

  15. In the very unlikely event that the above rules fail to produce a winner, then for Rounds 1 to 3 the Advisory and Disputes board will devise a method to draw lots to determine who continues to the next Round of the Tournament. If this happens in the Final then the title is shared by the two players.

  16. Section D: Drawmasters

  17. The Tournament Administrator will appoint two Drawmasters at random a few days before each Round is scheduled to start. All players in the tournament except for the Tournament Administrator are eligible, and where possible eliminated players will be selected. Drawmaster 1 will apply numbers to each player due to play in that Round, and Drawmaster 2 will make the actual draw (5 plays 6, 14 plays 2, etc). Only the Tournament Administrator will know who the Drawmasters are before the actual draw is published.

  18. The Tournament Administrator will then publish the information supplied by the Drawmasters, the resulting draw itself, and the identity of the Drawmasters (although this is of no real importance). He will also assign GMs to games from players who have volunteered to do so. The Drawmasters will then check that the draw has been made correctly.

  19. The GMs will then take control and start the games around the due time by asking each player to submit their preference lists. They will also publish these preference lists selected by each player.
  20. Section E: Timing of the Tournament

  21. Each Round of the Tournament will be started on approximately the following dates:
    • Round 1 ~ 16 players play in 8 games ~ 1st September
    • Round 2 ~ 8 players play in 4 games ~ 1st November
    • Round 3 ~ 4 players play in 2 games ~ 1st January
    • Round 4 ~ 2 players play in 1 game (Final) ~ 1st March

  22. If by the time a game is due to start, one of the previous games to determine the players in that game has not yet been completed (perhaps due to a replay), then the game will start as soon the earlier game has been completed. This will not delay the draw for that Round or the start of other games in that Round.
  23. Section F: The Advisory and Disputes Board

    Any disputes with the rules of the Tournament, the rules of Intimate Diplomacy, and the rules of Diplomacy for this Tournament shall be referred to the Advisory and Disputes Board. A majority verdict of the three person Board shall be final.


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