Jump to 2001 Convention Report
Announcement
This tournament is for players with a thorough familiarity with the rules and play of VITP. This event is open to all participants who are properly registered for the Convention and wish to play.
The winner of the Tournament will be given a first place plaque.
Format
The tournament will be an "Open Swiss" format. Every player will be eligible to participate in all rounds. The sole exception will be due to a shortage of copies of the game.
The event will run for 4 Rounds. Ties will be broken by head to head results. If the tied players have not faced each other, or there is a 3 way tie, ties will be broken using the Solkoff tiebreak system (sum of each players opponents scores). If after applying tiebreaks there is still no winner, the tied players will be declared co-champions.
Schedule
Rounds will be at 7pm on Friday, 10 am, 2:30 pm, and 7 pm on Saturday. Time permitting, we may move start times up slightly as the event progresses.
Rounds are continued with breaks only for pairing purposes until ended. Players may drop in or out at any time.
Side Determination
Each player secretly takes a piece of the side they desire to play in their hand. Both players reveal their preference simultaneously. If there is no conflict, the game is played according to the basic victory conditions in the rule book.
If both players want the same side, they can decide which side each will play by any mutually agreeable method. However, the default or official method is a POC bid. Roll a die. The high roller states their preferred side and how many POC they are willing to give their opponent. The opponent may accept the bid, or bid higher, by any allowable increment. Continue until one player passes. Players may bid in 0.5 POC (or greater) increments, and you may open the bidding at zero. The final bid is the number added to or subtracted from the final POC count.
Tournament Scoring
Winners in a round score 1 point. Losers 0 points. Draws score 1/2 point for each side. Unplayed rounds will be scored as a 0 for that player.
Adjudications
Games in progress will be adjudicated beginning 20 minutes prior to the start of the next round. Adjudications will be made by the GM and Assistant GMs.
Miscellany
All games will be AREA rated.
In the interest of fair play, the use of cups, die rolling tower, etc. is encouraged but not required. If any player desires the use of die rolling aids, then die rolling from the hand will not be allowed for that game. However, the other player may choose the method to be employed. Dice thrown from the hand or cup should be rolled in a box. Agree in advance with your opponent whether all dice for the throw are to be rerolled or just those dice which land cocked or bounce from the box. This latter note also applies to dice towers.
Play Balance Adjustments ----Very Important----
Last year we implemented new rules on turn one to prevent luck-based disasters which skew the balance of the game. The intent is to allow the players as much flexibility as possible and minimizing changes to the original rules while preventing the US or IJN nightmares that can occur solely due to bad luck on turn one. The adjustments to be used are below. Note: Players are free to not use either or both of these adjustments, however, if either player desires to use them, then they MUST be used.
1. I-Boat Raid: On Turn 1 any I-Boat assigned to the Hawaiian Islands is part of the Pearl Harbor raid force and may only target ships which leave Pearl Harbor.
2. CPO Withdrawal: On Turn 1 after the Location Uncertain rolls, both sides (beginning with the IJN) may freely withdraw from the Central Pacific Ocean before the first round of battle with no pursuit. USN ships using this free withdrawal must base in Pearl Harbor (those that fight and survive may base wherever they wish, of course). If the IJN uses its free withdrawal, USN ships may not base at Midway. The I-Boat may not shoot at ships using the free withdrawal.