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2012 Adjacent Attacks [Abandoned]

PostPosted: Sun Jan 06, 2013 4:17 pm
by cookie0117
Old Thread: viewtopic.php?t=156587

Welcome one and all to the rescued 2012 Adjacent Attacks tournament, I can not offer the premium prizes or pretty result tables but you will get all the game action and still have a shot at glory and the medal!!

There are a few minor edits to the original set up, mainly the use of trench setting so there will be no opportunity to breach the AA rules!! Also to help increase the speed of the tournament I will apply a 20 round limit to all 1v1, 30 to a 4 player and 50 to 8 player games. From my searching there was only 2 stage 4 games completed, these are being disregaurded and stage 4 will start fresh with the table updated to take account of any drop outs.

So here it is:
What means "Adjacent Attacks"?
This tournament is for anyone wanting to play games using the Adjacent Attack Rule (viewtopic.php?f=4&t=51364) If you have never heard of the Adjacent Attacks proposed gameplay, it is very simple:

Newly conquered countries cannot attack (including tapping/slimming a territory) for the duration of the turn they are conquered on.

This means no kill-runs, but a lot of strategy about what your best moves should be and planning for the future.

Resetting neutral territories (missile launch in Arms Race!, Parade Deck in The Citadel, etc) are exempt from this rule, they can be attacked out of when captured.

Since this is not yet coded into the website, this is an HONOR-BASED RULE and means that you should pay attention to your moves carefully to not break the rules.

This tournament is inspired by the 2010 Adjacent Attacks Tournament (viewtopic.php?f=91&t=103112&start=0) run by jakewilliams

Tournament Structure
This tournament structure is inspired by the Swiss Style used in chess tournaments. It is a sort of "fast league" designed for big groups. Instead of each player playing all the other players in round robin style, the matches are decided depending on how each player has performed during the tournament. However, all players form part of the same big league instead of being divided in groups.

Deciding who plays against who
At any given time, players are ranked acording to their score at the tournament and, in case of a tie, CC score. Then, games are created following that rule:

  • For 2 players games: 1st ranked player plays against 2nd ranked player. 3rd against 4th, 5th against 6th, etc.
  • For 4 player games: 1st, 2nd, 3rd and 4th play a game. 5th to 8th player another game, 9th to 12th another game, and so on.
  • For 8 player games: 1st to 8th play a game. 9th to 16th play another game. 17th to 24th another game, etc.
After games are finished, points are awarded and the score table is updated, resulting in a new ranking. Players are matched again for the next game and the process is repeated until the end of the round.

Players who tend to win will float over the top of the table. Players who lose will go down. The rest will be something in the middle. At any given time, each player meets other players that have shown similar skill during the tournament.

The bottom player in a game is the one deciding which map and settings will be played (decided at the moment of joining the tournament). This will help keeping the tournament more even.

Scoring
Points are awarded following that table:
Code: Select all
2 PLAYER GAMES:
1st 5 points
2nd 0 points

Code: Select all
4 PLAYER GAMES:
1st 10 points
2nd  5 points
3rd  2 points
4th  0 points

Code: Select all
8 PLAYER GAMES:
1st 15 points
2nd 10 points
3rd  7 points
4th  5 points
5th  3 points
6th  2 points
7th  1 point
8th  0 points


In the case of objective games, when a player captures the objective the rest of players score according to the number of remaining players. As an example, if there are 3 players left and one wins, the other 2 players both get the 3rd place.

Games Schedule
Each round with 8 or more players left will be formed by 11 games:

  • Game 1: 2 players - 0 to 5 points
  • Game 2: 4 players - 0 to 10 points
  • Game 3: 2 players - 0 to 5 points
  • Game 4: 8 players - 0 to 15 points
  • Game 5: 2 players - 0 to 5 points
  • Game 6: 4 players - 0 to 10 points
  • Game 7: 2 players - 0 to 5 points
  • Game 8: 8 players - 0 to 15 points
  • Game 9: 2 players - 0 to 5 points
  • Game 10: 4 players - 0 to 10 points
  • Game 11: 2 players - 0 to 5 points
Semi-final (4 players left) will be formed by:

  • Game 1: 2 players - 0 to 5 points
  • Game 2: 4 players - 0 to 10 points
  • Game 3: 2 players - 0 to 5 points
  • Game 4: 2 players - 0 to 5 points
  • Game 5: 4 players - 0 to 10 points
  • Game 6: 2 players - 0 to 5 points
  • Game 7: 2 players - 0 to 5 points
  • Game 8: 4 players - 0 to 10 points
  • Game 9: 2 players - 0 to 5 points
Final Round will be formed by 6 1v1 games.

Advancing to the next round
When a round is finished, the top half of the table advances to the next round. The bottom half gets eliminated. Scores are not reset.

Becoming eliminated before the end of a round
If at any time during the round, a player can not mathematically advance to the next round, he gets instant-eliminated. This helps to keep interest in the tournament. No filler game is played. Notice that if the bottom half of the table gets eliminated early, this could lead to a round shorter than anticipated.

Winning before the end of the tournament
If at any time during the tournament the second player can no mathematically get more points than the first player, the first player is declared winner and the tournament is over.

Game Invitations and games with less players than intended
A maximum of two invitations will be sent for each game. After failing to answer the second invitation, the player will be declared loser of that particular game.

If a game has less players than intended (because a player has failed to join or is already eliminated) points will be awarded like if he had played.

Solving ties
In case of a tie of two or more players having the same score, CC score will be used. If both players have the same CC score, the one with most games won will also be declared the winner of the tie. If both have the same number of wins, then the number of 2nd places will decide, then by number of 3rd places, etc. If the tie still exists, a tie breaker 1v1 game will be played.

Freemium policy
Freemiums are welcome, but they have to commit one slot permanently to the tournament once the tournament has been declared oficcially opened. There is no need to reserve the slot in advance.

How to join:
Post in this thread saying:
- Your name
- Your chosen map for 2 players games
- Your spoils choice for 2 players games
- Your reinforcements choice for 2 players games
- Your chosen map for 4 players games
- Your spoils choice for 4 players games
- Your reinforcements choice for 4 players games
- Your chosen map for 8 players games
- Your spoils choice for 8 players games
- Your reinforcements choice for 8 players games

All games will be sunny, casual, automatic deploy, sequential and now trench[/quote]

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Sun Jan 06, 2013 4:18 pm
by cookie0117
Click image to enlarge.
image

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Sun Jan 06, 2013 4:20 pm
by cookie0117

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Sun Jan 06, 2013 4:21 pm
by cookie0117
Reserved for anything else I might need it for

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 07, 2013 8:53 am
by general cod
Yeh i'm still in mate

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 07, 2013 8:58 am
by arno30
still in, thanks !

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 07, 2013 9:04 am
by crazycolin
still in please

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 07, 2013 9:11 am
by doro
Still here too, and thanks for rescuing

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 07, 2013 10:55 am
by MattiWacklin
I'm still in, thanks for recovering the tourney..

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 07, 2013 1:48 pm
by uckuki
in
tx

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 07, 2013 2:43 pm
by Chewie1
Yup still in thx

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 07, 2013 2:45 pm
by imstillurdaddy
In, =D> thanks!

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 07, 2013 3:45 pm
by smegal69
happy to carry on

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 07, 2013 4:38 pm
by Kondrad
=D> still in

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 07, 2013 6:50 pm
by Didacus
Still in!!!

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 07, 2013 10:06 pm
by Jessamine
Still in please.

Thanks

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 07, 2013 11:21 pm
by vykingsfan64
I will still play.

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Wed Jan 09, 2013 1:31 pm
by danalan
Sure, I'm back in.

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Wed Jan 09, 2013 2:48 pm
by TheTrueNorth
here!

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 14, 2013 4:06 am
by Pope Joan
cookie0117 wrote:Reserved for tables and results


Do previous rounds count? OliverFA did count the second results but did not the third...

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 14, 2013 4:59 am
by cookie0117
Pope Joan wrote:
cookie0117 wrote:Reserved for tables and results


Do previous rounds count? OliverFA did count the second results but did not the third...


The results table had results for round 3 games from everyone but it was the round 4 games that were incomplete. As only 2 round 4 games had been finished I ignored these and reissued round 4 once everyone who was not continuing/did not reply was removed.

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Mon Jan 14, 2013 6:16 am
by Pope Joan
cookie0117 wrote:
Pope Joan wrote:
cookie0117 wrote:Reserved for tables and results


Do previous rounds count? OliverFA did count the second results but did not the third...


The results table had results for round 3 games from everyone but it was the round 4 games that were incomplete. As only 2 round 4 games had been finished I ignored these and reissued round 4 once everyone who was not continuing/did not reply was removed.


Thanks! This makes sense...

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Fri Jan 25, 2013 6:01 pm
by ViperOverLord
Sorry, but for various reasons that need not be made public; I'll be dropping the tournament after my current game.

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Fri Feb 22, 2013 12:05 am
by ubersky
When do we start the next round?

Re: 2012 Adjacent Attacks (rescued) Stage 4

PostPosted: Sun Mar 10, 2013 9:18 pm
by Hugiboo
Game 12213157 finished