Age of Wonders III Tournament Rules.
In English:
Welcome to the second AoW3 tournament.
The purpose of this tournament is to test players from around the world, but also to have fun and to raise awareness of the game, and to build a community based around strategic and tactical acumen and fairplay.
This is a 1.v.1 elimination tournament.
In a departure from the last tournament, matches are decided by Challonge.com, as explained in more detail here.
The final 6 games will be recorded, and if we have time the others may be as well.
Simultaneous Turns
Underground enabled,
no hero resurgence
Force high speed tactical combat- doesn't matter
Dwellings - few
Seals- default (40 charges)
Beacons - default (2 beacons)
Terrain - default
Map type - random
Roaming Units - average
Starting town - village
Starting units - medium
Starting distance -Average
Starting Skills - Average
Roads - Average
Roaming Units- Average
Cities - few
Treasures- Average
Resource Structures - Average
Visit Structures - Average
Treasure Structures - Average
Cosmic Events - Average
Manual combat versus Humans always, auto against independents.
Heroes - 5
UPDATE: Turn timer of 3 minutes (as apparently people can't even agree on this...)
In English:
Welcome to the second AoW3 tournament.
The purpose of this tournament is to test players from around the world, but also to have fun and to raise awareness of the game, and to build a community based around strategic and tactical acumen and fairplay.
This is a 1.v.1 elimination tournament.
In a departure from the last tournament, matches are decided by Challonge.com, as explained in more detail here.
The final 6 games will be recorded, and if we have time the others may be as well.
- Players are encouraged to video their matches, for the enjoyment of others and also to allow judges to verify any allegations, because without video proof of breaking the rules, it is your word against the other player's. This is especially pertinent for rules 2, 3, 4, 5 and 8.
- Split stacking is allowed, both opportunistic and deliberate. This is because it is essentially impossible to police, and also because there was a growing list of exceptions. it is much simpler to put the onus on the player to avoid being split stacked. Rule number 2 should be enough to allow you to not get caught out.
- 20 second rule. You must not attack a player in the first 20 seconds of your turns. You may manoeuvre away to your heart's content, but no attacking. This is inviolable. If you break it, you must retreat your forces. If you do not, then you forfeit the match. It is as simple as that. This was originally 15 seconds but has been extended due to lag concerns. In order to prove it, video is desired.
- If you (rage) quit in the middle of a fight, or disconnect and do not show up within 15 minutes, the match is considered forfeited, unless you have very good reason, such as someone violating the 15 second rule (and have video to explain yourself). Please make sure your internet connection is reliable enough for a game. If you repeatedly quit then you may be liable to forfeiting your games, or forfeit your place in any future tournaments.
- In the event of a disconnection, the match is to be saved in the turn that the game was disconnected, and reloaded from there, i.e. NOT the autosave, before TC is loaded;
>any additional actions before the battle are forbidden (enchanting/dispelling armies, global spells, moving armies);
>if the disconnection happened closer to the end of the battle, it is recommended that either both players disband units that were killed (or left with 1-2 HP) in battle and replay the battle with what's left, or (in case the battle outcome is clear) the player that was losing the battle surrenders the battle, his opponent disbands all his units that were killed (or left with 1-2 HP) and the game continues;
>if the disconnection happened closer to the beginning of the battle, the battle is replayed, and the players should stick to original tactics until they are forced to change it to adapt to new random hits, misses and damages
- Banter and taunting is allowed, rudeness, swearing and racial (or other prejudicial) language is not. Repeatedly trolling will lead to forfeiting the match.
- Stalling in combat, whilst dishonourable, is to be allowed. It is a legitimate tactic, and one that is really only effective for a very limited window.
- You cannot play the same class, or race twice in a row. You must let the Judges, but not your opponent, know what class and race you will play for your upcoming match. For example, if you play Human Theocrat, for your next match, you cannot be either Human or Theocrat (but that still leaves you 6*8 options, i.e 48).
- You get one chance every match to ask for a reroll of the map, ONLY if the starting terrain for your start race is terrible, and only in your first 3 matches. This must be done by turn 5. Your opponent has the right to ask that the Judge(s) look at the autosave. If the autosave is found to be inconsistent with the player's claim, the player will forfeit the match. If the map is rerolled, you cannot change your race or class. Clarification: Once past the initial 3 matches, you get no rerolls. If your start position is terrible, that's an acceptable risk. If you are a Summoner class, starting with no nodes is a risk you take. At this stage your skill level and scout abilities should be enough for you to get out of such a corner.
- The decision of the Judges is to be respected. Players breaking the rules get a total of 3 warnings before being disqualified from the tournament entirely. Judges may disqualify a player without warnings if their behaviour is deemed to be completely out of order (e.g. racism).
- If you feel one of the rules had been broken, but you carry on playing, then you have no recourse.
- Players can arrange whatever settings (e.g. no dwellings) they choose, but in the absence of consensus, the following are to be considered the default, or standard, settings:
Simultaneous Turns
Underground enabled,
no hero resurgence
Force high speed tactical combat- doesn't matter
Dwellings - few
Seals- default (40 charges)
Beacons - default (2 beacons)
Terrain - default
Map type - random
Roaming Units - average
Starting town - village
Starting units - medium
Starting distance -Average
Starting Skills - Average
Roads - Average
Roaming Units- Average
Cities - few
Treasures- Average
Resource Structures - Average
Visit Structures - Average
Treasure Structures - Average
Cosmic Events - Average
Manual combat versus Humans always, auto against independents.
Heroes - 5
UPDATE: Turn timer of 3 minutes (as apparently people can't even agree on this...)