The Tournament will be organized around the following rules. The Tournament Director will implement the rules in a spirit of fun, fairness, and good sportsmanship:
Note that the scoring and tournament format has changed for Tussle 2023
1. Tournament Structure: The Tussle in the Tundra (“Tussle”) ASL Tournament is a Swiss-style competition with prizes going to the first, and possibly second and third-place finishers depending on attendance and prize sponsorship. In each round, players will choose from a list of pre-selected scenarios. The tournament champion will be determined per the scoring system below.
Saturday “Mini” Tournament:
Players may ask to be included in the Saturday Mini. Preference will be given to “Saturday Only” attendees. A maximum of 8-players will be included in the Saturday Mini. The Saturday mini will consist of three rounds of two-player scenarios. The last undefeated player in the Saturday mini will be declared the winner.
2. Main Tournament Rankings and Tie-Breaking Methods: The Tournament Champion will be the player with the highest score based on the structure below:
Winning a round is worth a variable number of points.
Round | Winner | Loser | Did Not Play |
1 | 3 | 1 | 0 |
2 | 4 | 1 | 0 |
3 | 5 | 1 | 0 |
4 | 6 | 1 | 0 |
5 | 7 | 1 | 0 |
This is a no-elimination tournament. Pairs are assigned at random, convenience, or director’s discretion for the first round. At the conclusion of each round players will be matched with a player with a similar score. Director’s discretion when this is not possible or inconvenient. Players that start the tournament after the first round will be assigned pairings based on a score of half of the maximum points possible. (For example Bob starts on round 3 missing rounds 1 and 2; Bob will be assigned a score of 3.5 for the two missed rounds which will be used for pairings only for the remainder of the tournament).
At the conclusion of the tournament players are ranked based on their scores. Ties will be broken by comparing the sum of the scores of their opponents. The higher score wins the tie. In the case of multiple ties, players are ranked using the same number system.
In the event the scores are still tied when the two players have played each other, the winner of the match will win the tie.
In the event the scores are still tied the player with the most wins will win the tie.
In the event the scores are still tied, the player who has the least losses will win the tie.
In the event the scores are still tied, the player whose first loss is earliest in the tournament will win the tie. The player with no losses will be considered to have lost in round 0 only for this purpose.
In the event the scores are still tied, the director will flip a coin.
3. Start and End Times: In order to stay on schedule, the Tournament Director reserves the right to determine a winner in any game that is still underway at the scheduled start time of the next round or at the scheduled end of the tournament. Adjudication will be based on the TD’s visual assessment of the situation as well as justifications presented by the players involved. If the TD cannot make the judgment with high confidence, he will appoint an advisory committee of three judges who will vote and render a final decision. In any event, the decision of the TD or his appointed advisory committee will be final.
Note that to keep the spirit of the Tussle, players who are running long in a round will be given the option to continue their game. If both players agree, then they will both be given a “loss” for the subsequent round that they would miss.
4. Written Records: All HIP units and other hidden information (e.g. selection of a VC option or preselected OB group) must be written down on scrap paper (or a Tussle HIP sheet). HIP information includes (but is not limited to): board/hex ID, T/VCA, CE status, armor leader presence, special equipment (e.g. gyrostabilizers, schürzen), bore-sighted hexes, offboard observer location, preregistered hexes, mines (including strength and type) and any other fortifications (including pillbox CA’s, fortified building locations, and tunnel hexes). When asked, players must be able to provide written verification of all hidden information; failure to do so risks a loss-forfeit assigned at the discretion of the Tournament Director.
5. Dice: The Tournament Director may ask to examine playing dice before and during the tournament, and—at his discretion—may require that the same dice be usable by both players or substitute tournament dice as necessary.
6. Rules: The Tournament uses the ASLRB 2nd edition plus all official errata published by Multi-Man Publishing (MMP). Perry Sez Q&A and/or other players may also be consulted by the T.D. in answering rules questions or resolving differences in rule interpretation(s). All rules judgments by the T.D. are final.
7. Scenario Playlist: Scenarios available for play in each round are listed on the Scenario Worksheet. All scenario Errata and Clarifications are always in effect. All scenario Recommendations are in effect unless both players agree not to use them during the Scenario and Side Selection process and prior to the start of play. Substitutions listed for counters, boards, etc. should only be used on an as-needed basis by mutual player agreement. Certain balance provisions are also noted on the scenario listing and are highly recommended as a starting point for any final balance used in the playing of the scenario.
Scenario and side selection are completed as follows:
- In each round there is a list of five scenarios to pick from. For each round, pick your first, second, and third choices. You are encouraged to make selections before the tournament begins. Compare your choices with your opponent’s. If there is only one match, you play that scenario. Otherwise you decide which of the matches you collectively ranked highest, in order of priority:
1:1
1:2
2:2
1:3
2:3
3:3 - Each player also records their side preference for each scenario. Once the scenario has been determined, players reveal their side preferences. If different, then each player plays the side they selected. If players pick the same side, then a die roll determines who will get to play their preferred side. In this case, the player who does not get their preferred side receives the Balance for the scenario as listed on the scenario card.
8. Match-Ups: Players are strongly encouraged to set up Round 1 matches themselves prior to the Tournament. During subsequent rounds, players should match themselves against other players with a similar record. If you are undefeated or with no more than one loss after three rounds of competition, you must have your match approved by the Tournament Director prior to play. Also, it’s highly recommended players have a basic understanding of the Main Round 2 scenarios and recommended setup strategies to avoid lop-sided results.
9. PIS Sheets: Players are asked to keep accurate records on their Personal Information Sheet (so-called “Piss Sheet”) throughout the Tournament and to submit their completed sheet after each round. Among other purposes, PIS Sheet data will be used to enter results into ROAR and to tabulate final tournament results and tie-breakers. Please DO NOT leave the Game Room with your PIS Sheet.
10. Fire Table: The Official-And-Preferred Fire Table of the Tussle in the Tundra ASL Tournament is the Infantry Fire Table (IFT). Players wishing to use the IIFT with or without using Conditional Pin Task Checks (so-called “CTC’s”) as per A7.37 Footnote 10A may do so by mutual agreement only.
What are the rules (or rule variation) for the SK tourney?
Essentially the same rules – last undefeated player wins. If we somehow end up with more than 4 players, we’ll sort it out on the day of the event.