2nd FCOL Tournament Draft Rules: Please Review and Comment
Posted: Wed Jan 12, 2011 4:48 am
Hello everybody!
I am stepping forward to Game Master (GM) the 2nd FCOL Tournament. GAR1138 has graciously volunteered to be an Assistant GM so that I may participate as a player as well. I am committed to seeing this tournament through the number of rounds necessary to arrive at a winner.
The draft rules follow below for your review. Note that there are some important changes from the 1st tournament. Ideally, I would like to start on February 1st. If that does not work out, I would have play start on March 1st. To keep interest high and ease the remembering of the round deadlines, I propose to strictly require that each round start on the 1st of each month and conclude by the 28th of each month.
DRAFT 2nd Federation Commander Online Tournament Rules
1. CORE TOURNAMENT RULES
The 2010 Origins Federation Commander Tournament Rules (http://www.starfleetgames.com/federatio ... php?t=2900) and their associated clarifications apply except as clarified or amended by the rules which follow below.
2. FC SHIP AND WEAPON PURCHASE RESTRICTIONS
All normal Federation Commander ship and weapon purchase restriction rules apply in addition to all other tournament purchase restrictions on ships and weapons.
GM Comment: This should be obvious, but just in case it is not, I am explicitly stating it.
3. FC: WAR & PEACE
To the extent their ships are available in FC Online prior to the start date of the tournament, the Andromendan, ISC and Vudar are available for selection as an empire by players.
GM Comment: There is no longer a reason to hold these empires out of the online tournaments with FC: War & Peace and its associated booster packs being released over six months ago.
4. FRAX
To the extent its ships are available in FC Online prior to the start of the tournament, the Frax are available for selection as an empire by players. Since the Frax are currently only available via e23, players selecting the Frax as their empire may treat the following Frax ship cards from e23 FRAX Packs #1, #2 and #3 as if they were laminated ship cards: BCH, CA, CC, CF, CW, CWD, CWL, DN, DW, DWD, FF and POL. Frax Submarines and ships with Axion Torpedoes are not in play.
GM Comment: It is not likely this simulator empire will make it to laminated cards anytime soon. However, this interesting empire’s manifest of ship cards has been nearly fully filled out via e23 and it does not require any special rules to play. Furthermore, many of its ships are already available on FC Online.
5. HYDRANS
Players that select the Hydrans as their empire must purchase at least one ship that is not arrned with Hellbores.
GM Comment: It has been my experience that many players who favor the Hydrans will only buy Hellbore ships. Such ship selection undercuts some of the flavor of this empire. This is why have proposed the above tournament rule. This said, if there is a strong outcry against this idea, I’ll drop it from these tournament rules.
6. WEAPON LAYOUTS
For ships that have multiple possible weapon layouts (e.g., most Orion Pirate ships), players may only purchase ships with weapon layouts that are available within FC Online prior to the start date of the tournament.
GM Comment: This is to minimize the amount of manual tracking needed in order reduce the chance for confusion or misunderstandings between players.
7. PLASMA G, S AND R TORPEDO TUBES
For purposes of this tournament, ships with Plasma G, S or R torpedo tubes may choose to start a scenario with all such tubes holding their second turn of arming energy. Such ships may not count their batteries toward their starting energy except that the number of batteries left empty will not exceed the power it would take to pay for the second turn of Plasma G/S/R arming. Ships that have weapons that can start a scenario pre-loaded must also elect to pre-load those weapons if the player elects to have that ship to start with the second turn of arming completed for its Plasma G, S and R tubes. The opposite applies as well.
GM Comment: We are playing with this unofficial playtest rule in order to provide a little bit of help to the Plasma empires.
8. PARTICLE CANNONS
For purposes of this tournament, the three impulse delay for Particle Cannons (4P1b) does not extend over turn breaks.
GM Comment: We are playing with this unofficial playtest rule in order to give a little bit of help to the Seltorians.
9. PURCHASE DISCOUNTS AND PREMIUMS
Each empire’s ship and weapon purchases are subject to either a premium or discount as follows:
• 20% Premium: Kzinti
• 10% Premium: Federation and Orion Pirates
• No Discount or Premium: Andromedan, Frax, ISC, Klingon, LDR, Vudar and Wyn
• 10% Discount: Gorn, Hydran and Lyran
• 20% Discount: Romulan, Seltorian and Tholian
GM Comment: The purpose of this rule is to help to minimize the empire selection bunching that dominated the 1st FC Online Tournamemt. In general, the idea is that the empires that are both popular and viewed as difficult to defeat in the tournament setting have the greatest premium applied to their purchases. Empires that are unpopular and viewed as difficult to prevail with in the tournament setting have the greatest discount applied to their purchases. Hopefully, this will reduce the likelihood that the final rounds of the tournament devolve into a civil war to determine the final winner!
I expect that from tournament to tournament the discount and premium applied to each empire will move around as players gain more experience with various empires and new tactics are uncovered.
10. SHIP SELECTION
The GM of the tournament shall set a date for ship selections and only ships available in the Federation Commander Online Client as of that date shall be eligible for selection.
11. TIME LIMIT
Games shall last for five (5) turns or until one player concedes. You don't have to play all five turns at once, you'll have four weeks (28 days) to get the game in, and it should be possible to save the game in mid-game. Wins matter, points will only be used as tie-breakers.
GM Comment: I have reduced the time limit to five turns to better ensure games are completed in a timely fashion and to return the time limit closer to that which would be experienced at Origins. Five turns will allow two-turn loading weapons to fire up to three times and three-turn loading weapons up to two times.
12. COMMUNICATION BETWEEN GM AND PLAYERS
The GM shall post deadline and match-up information on the federationcommander.com site. The GM shall also email players with this information. Announcements may also be posted on the starfleetgames Discus forums and/or the ADB, Inc. Facebook page. While the GM shall make every effort to ensure that players are adequately informed, it is the responsibility of the players to make sure they know the deadlines and matchups, and understand the rules. The GM shall post deadline and match-up information on the Federation Commander Forum.
13. EMAILS TO THE GM AND ASSISTANT GM
All emails to the GM and Assistant GM must have the name of the tournament in the subject line (e.g. "FCOL Tournament #2") or else the email wasn't sent. (This is to make it easy for the GM and Assistant GM to find the email(s) later.)
14. SIGNUP
Players sign up by sending an email to the gm and Assistant GM. Once all the players are signed up, the GM and the Assistant GM, will set a date for the ship selections (to determine which ships are available for selection) and players have one week after that date to select their squadron and email their squadron to the GM and Assistant GM.
15. PLAY DEADLINES
Once the Players are informed of their match-ups, they must arrange between each other a mutually agreeable time to play the game on FCOL. The Players shall have 28 days to make these arrangements and complete the game. It's up to both players to actively pursue the match; if one player makes a reasonable effort to arrange a game and another does not, the first player is awarded a win. If neither does, both are awarded a loss. "Reasonable effort" is in the judgment of the GM and Assistant GM. All emails between players attempting to arrange a game should be carbon-copied (cc'ed) to the GM and Assistant GM so that the GM and Assistant GM have evidence that players are actively pursuing the match-up. If both players are actively pursuing the match but circumstances beyond the players' control prevent it from happening, the GM or Assistant GM will adjudicate a result.
16. NUMBER OF ROUNDS
The number of rounds will be a function of the number of participants. For example, if there are five to eight participants, it will take four rounds to determine a winner. If there are nine to 16 participants, it will take five rounds to determine a winner.
This will be a Swiss-style tournament. As such, all participants will play in each round and all players will be ranked at the end of the tournament. To the extent a “bye� is necessary for a particular round due to an odd number of players, except for the first round, it will be assigned to the player with the lowest score in the tournament at that time (random selection will be used by the GM and Assistant GM to resolve any “ties�). If a “bye� is needed for the first round, it will be granted to the participant who had the highest score in the Origins 2010 Federation Commander Tournament.
17. RULINGS
Federation Commander rules questions will be resolved on the Federation Commander Forum by Mike West when possible. When this is not possible, they will be resolved by consensus of the GM and Assistant GM.
All tournament rules questions will be resolved by consensus of the GM and Assistant GM.
For games involving the GM, the Assistant GM will resolve all tournament rules questions for that game.
For games involving the Assistant GM, the GM will resolve all tournament rules questions for that game.
In the event the GM and Assistant GM face each other in a game, another participant in the tournament will be recruited by the GM and Assistant GM to resolve all tournament questions for that game.
I am stepping forward to Game Master (GM) the 2nd FCOL Tournament. GAR1138 has graciously volunteered to be an Assistant GM so that I may participate as a player as well. I am committed to seeing this tournament through the number of rounds necessary to arrive at a winner.
The draft rules follow below for your review. Note that there are some important changes from the 1st tournament. Ideally, I would like to start on February 1st. If that does not work out, I would have play start on March 1st. To keep interest high and ease the remembering of the round deadlines, I propose to strictly require that each round start on the 1st of each month and conclude by the 28th of each month.
DRAFT 2nd Federation Commander Online Tournament Rules
1. CORE TOURNAMENT RULES
The 2010 Origins Federation Commander Tournament Rules (http://www.starfleetgames.com/federatio ... php?t=2900) and their associated clarifications apply except as clarified or amended by the rules which follow below.
2. FC SHIP AND WEAPON PURCHASE RESTRICTIONS
All normal Federation Commander ship and weapon purchase restriction rules apply in addition to all other tournament purchase restrictions on ships and weapons.
GM Comment: This should be obvious, but just in case it is not, I am explicitly stating it.
3. FC: WAR & PEACE
To the extent their ships are available in FC Online prior to the start date of the tournament, the Andromendan, ISC and Vudar are available for selection as an empire by players.
GM Comment: There is no longer a reason to hold these empires out of the online tournaments with FC: War & Peace and its associated booster packs being released over six months ago.
4. FRAX
To the extent its ships are available in FC Online prior to the start of the tournament, the Frax are available for selection as an empire by players. Since the Frax are currently only available via e23, players selecting the Frax as their empire may treat the following Frax ship cards from e23 FRAX Packs #1, #2 and #3 as if they were laminated ship cards: BCH, CA, CC, CF, CW, CWD, CWL, DN, DW, DWD, FF and POL. Frax Submarines and ships with Axion Torpedoes are not in play.
GM Comment: It is not likely this simulator empire will make it to laminated cards anytime soon. However, this interesting empire’s manifest of ship cards has been nearly fully filled out via e23 and it does not require any special rules to play. Furthermore, many of its ships are already available on FC Online.
5. HYDRANS
Players that select the Hydrans as their empire must purchase at least one ship that is not arrned with Hellbores.
GM Comment: It has been my experience that many players who favor the Hydrans will only buy Hellbore ships. Such ship selection undercuts some of the flavor of this empire. This is why have proposed the above tournament rule. This said, if there is a strong outcry against this idea, I’ll drop it from these tournament rules.
6. WEAPON LAYOUTS
For ships that have multiple possible weapon layouts (e.g., most Orion Pirate ships), players may only purchase ships with weapon layouts that are available within FC Online prior to the start date of the tournament.
GM Comment: This is to minimize the amount of manual tracking needed in order reduce the chance for confusion or misunderstandings between players.
7. PLASMA G, S AND R TORPEDO TUBES
For purposes of this tournament, ships with Plasma G, S or R torpedo tubes may choose to start a scenario with all such tubes holding their second turn of arming energy. Such ships may not count their batteries toward their starting energy except that the number of batteries left empty will not exceed the power it would take to pay for the second turn of Plasma G/S/R arming. Ships that have weapons that can start a scenario pre-loaded must also elect to pre-load those weapons if the player elects to have that ship to start with the second turn of arming completed for its Plasma G, S and R tubes. The opposite applies as well.
GM Comment: We are playing with this unofficial playtest rule in order to provide a little bit of help to the Plasma empires.
8. PARTICLE CANNONS
For purposes of this tournament, the three impulse delay for Particle Cannons (4P1b) does not extend over turn breaks.
GM Comment: We are playing with this unofficial playtest rule in order to give a little bit of help to the Seltorians.
9. PURCHASE DISCOUNTS AND PREMIUMS
Each empire’s ship and weapon purchases are subject to either a premium or discount as follows:
• 20% Premium: Kzinti
• 10% Premium: Federation and Orion Pirates
• No Discount or Premium: Andromedan, Frax, ISC, Klingon, LDR, Vudar and Wyn
• 10% Discount: Gorn, Hydran and Lyran
• 20% Discount: Romulan, Seltorian and Tholian
GM Comment: The purpose of this rule is to help to minimize the empire selection bunching that dominated the 1st FC Online Tournamemt. In general, the idea is that the empires that are both popular and viewed as difficult to defeat in the tournament setting have the greatest premium applied to their purchases. Empires that are unpopular and viewed as difficult to prevail with in the tournament setting have the greatest discount applied to their purchases. Hopefully, this will reduce the likelihood that the final rounds of the tournament devolve into a civil war to determine the final winner!
I expect that from tournament to tournament the discount and premium applied to each empire will move around as players gain more experience with various empires and new tactics are uncovered.
10. SHIP SELECTION
The GM of the tournament shall set a date for ship selections and only ships available in the Federation Commander Online Client as of that date shall be eligible for selection.
11. TIME LIMIT
Games shall last for five (5) turns or until one player concedes. You don't have to play all five turns at once, you'll have four weeks (28 days) to get the game in, and it should be possible to save the game in mid-game. Wins matter, points will only be used as tie-breakers.
GM Comment: I have reduced the time limit to five turns to better ensure games are completed in a timely fashion and to return the time limit closer to that which would be experienced at Origins. Five turns will allow two-turn loading weapons to fire up to three times and three-turn loading weapons up to two times.
12. COMMUNICATION BETWEEN GM AND PLAYERS
The GM shall post deadline and match-up information on the federationcommander.com site. The GM shall also email players with this information. Announcements may also be posted on the starfleetgames Discus forums and/or the ADB, Inc. Facebook page. While the GM shall make every effort to ensure that players are adequately informed, it is the responsibility of the players to make sure they know the deadlines and matchups, and understand the rules. The GM shall post deadline and match-up information on the Federation Commander Forum.
13. EMAILS TO THE GM AND ASSISTANT GM
All emails to the GM and Assistant GM must have the name of the tournament in the subject line (e.g. "FCOL Tournament #2") or else the email wasn't sent. (This is to make it easy for the GM and Assistant GM to find the email(s) later.)
14. SIGNUP
Players sign up by sending an email to the gm and Assistant GM. Once all the players are signed up, the GM and the Assistant GM, will set a date for the ship selections (to determine which ships are available for selection) and players have one week after that date to select their squadron and email their squadron to the GM and Assistant GM.
15. PLAY DEADLINES
Once the Players are informed of their match-ups, they must arrange between each other a mutually agreeable time to play the game on FCOL. The Players shall have 28 days to make these arrangements and complete the game. It's up to both players to actively pursue the match; if one player makes a reasonable effort to arrange a game and another does not, the first player is awarded a win. If neither does, both are awarded a loss. "Reasonable effort" is in the judgment of the GM and Assistant GM. All emails between players attempting to arrange a game should be carbon-copied (cc'ed) to the GM and Assistant GM so that the GM and Assistant GM have evidence that players are actively pursuing the match-up. If both players are actively pursuing the match but circumstances beyond the players' control prevent it from happening, the GM or Assistant GM will adjudicate a result.
16. NUMBER OF ROUNDS
The number of rounds will be a function of the number of participants. For example, if there are five to eight participants, it will take four rounds to determine a winner. If there are nine to 16 participants, it will take five rounds to determine a winner.
This will be a Swiss-style tournament. As such, all participants will play in each round and all players will be ranked at the end of the tournament. To the extent a “bye� is necessary for a particular round due to an odd number of players, except for the first round, it will be assigned to the player with the lowest score in the tournament at that time (random selection will be used by the GM and Assistant GM to resolve any “ties�). If a “bye� is needed for the first round, it will be granted to the participant who had the highest score in the Origins 2010 Federation Commander Tournament.
17. RULINGS
Federation Commander rules questions will be resolved on the Federation Commander Forum by Mike West when possible. When this is not possible, they will be resolved by consensus of the GM and Assistant GM.
All tournament rules questions will be resolved by consensus of the GM and Assistant GM.
For games involving the GM, the Assistant GM will resolve all tournament rules questions for that game.
For games involving the Assistant GM, the GM will resolve all tournament rules questions for that game.
In the event the GM and Assistant GM face each other in a game, another participant in the tournament will be recruited by the GM and Assistant GM to resolve all tournament questions for that game.