Tournament Rules

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:

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 by best win-loss record after applying the tie-breaking methods specified in Section 2 of the tournament rules.

Saturday “Mini” Tournament:

Players that do not win in Main Round 1 will be put in the pool for the Saturday mini-tournament.  Saturday-only attendees will also be included in this mini-tournament.  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.      Final Tournament Rankings and Tie-Breaking Methods (applies to the Saturday Mini as well):  The Tournament Champion will be the last undefeated player with the best win/loss record at the end of any round.  At the end of the Tournament, final remaining rankings will be determined by a player’s total wins and losses.  Ties will be resolved using the following methods, in the order listed:

  • Head-To-Head Play:  If you played and beat an opponent who ended the tournament with the same win/loss record, you will be ranked higher than that player.
  • Strength-of-Opposition (Wins):  The total number of wins accumulated during the tournament by people you beat during the tournament.  Opponent wins will be tracked based on a point system.  For each win the Player will be awarded 10 points.  In addition, 2-points will be awarded for every win your opponent achieves.
  • Record-Versus-Same-Opponent:  Players with the same record, but not playing each other during the tournament, will be ranked based on their relative record versus a player that both did play during the tournament.
  • Strength-of-Opposition (Losses):  The total number of wins accumulated during the tournament by people you lost to during the tournament.
  • In the highly unlikely event that two players are still tied after applying the above methods, then a coin-toss will determine the Tournament Champion.

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:


  • 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.

2 thoughts on “Tournament Rules

    1. ctewks Post author

      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.


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