Tournament Details (Rounds, Rules, Scoring)

Tournament Officials:

Peter Yeargin is the Tournament Director.  Andy Marshall and Brian Shelden are Assistant Tournament Directors.

Any ruling made by the tournament director is final.   If the TD or an assistant is not available, a ruling may be made by a member of the PTKS Executive Board (providing they are not playing on the board in question).

PTKS Executive Board Members: Chris Martin, Jeff Ladd, Joe Wheeler, David Maletsky, Adam Sigal, Tim Richardson

Rounds Structure:

There will be five rounds of diplomacy, as follows:

Preliminary Round 1: Board call 9:00 am on Friday, Oct 5th.
Preliminary Round 2: Board call 5:30 pm on Friday, Oct 5th.
Preliminary Round 3: Board call 9:00 am on on Saturday, Oct 6th
Preliminary Round 4: Board call 5:30 pm on Saturday, Oct 6th.
Final Round and Top Board Round 5: Board call 9:00 am on Sunday, Oct 7th.

The tournament will end at a predetermined time between 2 pm and 3:30 pm with awards immediately following.  When the tournament is called, games will end immediately, regardless of which phase a game is in. If the Fall turn has not been completed, the prior Fall center count will be used for scoring. The Tournament Director will endeavor to stop a game prior to the call if it appears a Fall turn cannot reasonably be completed by the call.

Players may participate in no more than three of the four preliminary rounds.  

After the preliminary rounds are complete, the players with the seven highest scores will qualify for the “Top Board” on Sunday morning.  If a player cannot take their spot on the top board, or declines to participate, that spot will be offered to the 8th highest score, and so on until a top board is seated.  That board will determine the winner of WDC2018.

All other awards remain in play!

Round 5 will be a normal round of diplomacy for all other players.  All rounds will be added together to determine a player’s final score.

 Rules

The Rules of Diplomacy, 5th edition (Hasbro, 2008) will be used throughout this tournament. Where the Rules of Diplomacy have been clarified in the Tournament Rules, the Tournament Rules will prevail.
The Tournament Director or his designated representative shall be the final arbitrator of any rules dispute.
The Tournament Director may rule in areas not covered by these rules.

Board Call and Power Assignments

To be eligible to play during a round, players must check in with the Tournament Director during the registration period.
If a player’s previous-round game has not completed by the Board Call for the next round, the player must play on both boards. A player may choose not to register for the next round if he wishes to focus solely on his previous-round game.
Table assignments will be at the discretion of the Tournament Director. Efforts will be made to maximize the number of new opponents faced by each player in every round, excluding family members and the like.
A player should not be assigned the same power twice in the tournament. Should there be an incident of it, contact the TD immediately.
There may be times when the number of players registered for a round is not a multiple of seven. In these cases, the TD may ask designated players to play on two boards, or may play on one or two boards himself. The TD instead may ask players to stand aside, and if there are not enough volunteers to stand aside, the TD will be forced to exclude some players from the round. When the TD has to exclude players, he will exclude local board members before local club members, local club members before local non-members, and local non-members before travelers.
When the TD plays, his score will not count. The TD is ineligible for awards. Other members of the Executive Committee are playing for score and are eligible for awards.
In instances where a player plays on more than one board in a single round, only the higher score will count toward his tournament score. The other game may not count toward Best Country or other awards.
Should a player leave a game from illness or personal reasons, the position may be filled or left in civil disorder, at the discretion of the TD. Scoring of this position will be at the discretion of the TD. A player eliminated from the game may not play another position in the same game as a replacement.

Player Conduct

Players who are eliminated from a board may no longer discuss the game in progress with the remaining players on that board.
Tournament participants who are not playing on a given board may not discuss the game in progress with the players on that board.
Players who do not adhere to 1 and 2 above may be penalized at the TD’s discretion.

Turn Deadlines

We will use a central clock and drop-dead timing with the following deadlines:

 

Year Spring Fall
1901-06 18 16
1907 Onward 17 15

Regarding deadlines, players should police their own boards. If the Tournament Director or his designate is called in to enforce a deadline, he will issue a warning to the offending player or players. For the duration of the game, subsequent offenses by the player or players will result in all units holding for the turn.

  • Orders

  • The Rules of Diplomacy, 5th edition (Hasbro, 2008) will be used throughout this tournament. Where the Rules of Diplomacy have been clarified in the Tournament Rules, the Tournament Rules will prevail.
  • The Tournament Director shall be the final arbitrator of any rules dispute.
  • Convoys
    • A convoy will always move by its own position’s fleets if ordered and possibly ignoring alternate routes offered by other powers, unless otherwise specified in the order for the army.
    • “Unwanted convoys” are not permitted. In the event that an army can move to an adjacent coastal province via land or sea, it shall be assumed that the army is moving by land unless otherwise specified in the order (e.g. A Bel->Hol via Nth convoy).
    • In the case of a valid convoy attack from one coastal province to an adjacent coastal province, the attack will be considered as coming from the fleet for the purposes of retreat, thus allowing the dislodged unit to retreat to the province of the attacker.
  • Orders
    • All units should have an order; unordered units are treated as a hold order regardless of other implied actions. Unordered units or units in civil disorder may receive support in holding. A blank order such as “F to Swe” will be treated as a null order, and we will not try to figure out if the blank was to be applied to a unit that was not specifically ordered.
    • Units given an impossible order such as A Munich ->Switzerland or A Munich->Munich are treated as holding. A unit ordered to a distant location where there is no convoy route available, such as A Mos->Par, shall be considered as an impossible order and held.
    • It is not necessary to designate Army or Fleet except in build orders on coastal provinces. Orders for wrongly designated units are still followed.
    • It is not necessary to designate the nationality of a piece when writing a support or convoy for another player’s piece; if the wrong nationality is written and the order is otherwise valid, it is still followed.
    • Poorly written orders that allow for only one reasonable reading (ignoring intentionally miswritten orders as a possibility) are to be followed. However, no direct change in the implied individual order is to be made.
    • Abbreviations that can have only one reasonable interpretation will be followed; ambiguous orders will be ignored. For example, Nor is an ambiguous destination for a fleet in Edinburgh because the fleet could move to either the North Sea or the Norwegian Sea.
  • Dual-Coast Provinces
    • Failure to indicate a coast on a Fleet St. Petersburg build order will result in a waived build.
    • Any fleet move or retreat order from Portugal to Spain, from the Mid-Atlantic Ocean to Spain, or from Constantinople to Bulgaria, must include a coast designation. In all other cases, failure to specify a coast will not invalidate the order.
    • When issuing a support order for a fleet attacking a dual-coastal province, if there is no coast designated, then the support is good regardless of which coast the fleet attacks. If there is a coast designated in the support order, then it is valid only when that coast specified is attacked. Cases for supporting a fleet to hold in a dual-coastal province are handled analogously.
  • Each player will take a turn reading orders in the order AEFGIRT. The person who is to read will read his own orders first or have the player to his right read his orders first. Players having trouble may pass on reading to speed up adjudications.
  • Retreats
    • If more than one power has a retreat order, they must be written down. If only one player has retreats, he may move the piece on the board. Such placements are final.
    • Retreat orders are due within 30 seconds. A player may ask which of the open, adjacent, seemingly valid spaces he can NOT retreat to, in order to avoid players giving hints when specifying. (For example, if an army is in retreat, players may point out the adjacent open land space from which the attacker came and any adjacent land spaces left open due to stand-offs.) Disbanding is always an option on a retreat and need not be stated.
  • Correcting Errors

  • Adjustments
    • If a build is not ordered or is miswritten, no action will be taken to adjust it.
    • If a removal is miswritten or not submitted, then unit(s) will be removed according to the removal order specified in the Civil Disorder rule in the Rules of Diplomacy. (Page 19.)
  • Errors that are pointed out during negotiations before the next Deadline will be corrected. Errors that remain undetected until after the next Deadline will stand unless the Tournament Director rules that correcting the error will not cause a major disruption to the game. However, if a player has failed to make a required disband or is discovered to be playing with more pieces than he is entitled, sufficient units will be removed at any time up until the next Fall Deadline. The removal order specified in the Civil Disorder rule in the Rules of Diplomacy will be used to determine the pieces removed. (Page 19: The units farthest from the country are removed first. If units are equally distant, then remove Fleets before Armies and then in alphabetical order by the provinces in which they’re located.)

 

  • Ending the Game

  • The game will end in a solo victory if a single power controls 18 or more supply centers at the end of a Fall turn. Solos may not be conceded.

  • The game will end in a non-solo resolution if:

    • All powers remaining in the game agree to end the game. Note that there are no “draws” per se, only game-ending resolutions. Or, if preferred, all non-solo resolutions may be considered a draw including all survivors. See the scoring system for details.

    • The TD calls the round or the tournament at the predetermined call time.

    • The TD calls the game per Rule 4 below.

  • Votes

    • Starting in 1904, players may propose to end the game. Prior to the TD’s or his designee’s arrival to conduct a vote to end the game, any player who has supply centers may announce that he vetoes the proposed ending, in which case the proposal fails. Once the TD or his designee arrives, the vote must be conducted.

    • The vote shall be conducted in secret in a manner determined by the TD or designated assistant. Only ONE vote may be held per spring or fall phase, at the discretion of the TD. The clock DOES NOT STOP for draw votes.

    • All players with at least one supply center must vote. If a player has abandoned the game, he is considered to vote for all proposals.

  • The TD, at his discretion, may call a game if three consecutive post-1908 game-years pass without supply centers changing hands between competing alliances.

  • Awards

  • You need only play in one round to be eligible for an award.
  • Awards include: WDC 2018 & Tempest 2018 Champion, second through seventh place. (Awards for first through third, applauds and accolades for fourth through seventh.)
  • The WDC 2018 & Tempest 2018 Champion will be decided by the winner of the Top Board.
  • All other awards will be determined by total point score for all rounds.
  • In event of a tie, the following tie-breakers are considered:
    • The player whose highest single game score is higher.
    • The player with the highest score obtained in any game in which the tied players opposed each other.
    • The player with the highest composite score in games in which the tied players opposed each other.
    • The player for whom the tournament is farthest from home.
  • Outstanding play of each power—determined by single-game score, with ties broken at the discretion of the TD.
  • We hope to field a team tournament in the fourth round. We will recognize the best team.
  • Special awards—Determined by the TD. Players are encouraged to nominate players for these awards.
  • The results as announced at the awards ceremony are interim results only. Every effort will be made to ensure that the announced results are the correct results. However, if an error is noted in the announced results and the final results have not yet been published, this error will be corrected and the awarded places amended.

Scoring System:  Sum of Squares

Sum of Squares is what’s called a divide-and-conquer system, meaning that in order to maximize your score, you have to not only conquer lots of centers, but also divide the rest evenly among the other players. The points are awarded like this:

For games ending in solos, the soloist will score 100 points. All other players will receive 0 points.

All other games will be scored as follows:

  1. The total of scores from a drawn game is 100 points. Those points will be awarded to the players according to their share of the board value.
  2. To determine each player’s points, first their individual squares are calculated by squaring the number of supply centers they own. (For example, 5 centers = 25, 15 centers = 225.)
  3. Then the total value of the board is calculated by adding all players’ individual squares on that board.
  4. Finally, each player is awarded a percentage share of the 100 points equal to his or her percentage share of the overall board value.

 As a mathematical formula this means, to determine player 1’s points:

  1. Calculate player1’s individual square (P1):
    P1 = (Number of supply centers) * (Number of supply centers)
  2. Calculate the board value as the sum of individual squares of all players (S):
    S = P1 + P2 + P3 + P4 + P5 + P6 + P7
  3. Pro-rate the score, so that the value of the game is 100:
    Points for player 1 = 100 * (P1 / S)

Examples

Power Centers Squared Score
a)      
Austria 12 144 50.35
England 0 0 0.00
France 3 9 3.15
Germany 6 36 12.59
Italy 9 81 28.32
Russia 0 0 0.00
Turkey 4 16 5.59
Total 34 286 100.00
       
b)
Austria 12 144 63.72
England 4 16 7.08
France 4 16 7.08
Germany 4 16 7.08
Italy 4 16 7.08
Russia 3 9 3.98
Turkey 3 9 3.98
Total 34 226 100.00
       
c)
Austria 18 100 100.00
England 3 0 0.00
France 4 0 0.00
Germany 0 0 0.00
Italy 0 0 0.00
Russia 9 0 0.00
Turkey 0 0 0.00
Total 34 100 100.00