Win: 270 points
each player receives 4 points per center held at the end of the game.
Places are determined
by the number of supply centers at the end of the game. Ties split the points for the tied places involved. Eliminations
are scored by order of elimination, with the first eliminated being 7th place.
in a draw split the total points for the places involved in that size of a draw. For example, a 2-way draw is worth 170 points
each, plus the supply center points. Other common draw values are 130 for a 3-way and 106 for a 4-way.
Note that a 2-way draw is worth 10 "centers" more than a 3-way, and a 3-way is worth 6 "centers"
more than a 4-way. Take that into account as you determine your position on draw votes during the game.
Draws are voted by secret ballot. You need David Hood or his representative to conduct any such votes. Draws
need NOT include all survivors, but the vote for draws or concessions must be unanimous. No draw or concession can be proposed
until after the Fall 1905 adjudication. A game cannot be conceded to a player who does not have at least 12 centers AND has
centers greater than or equal to the number of any other current power on the board.
are no overall time limits on the Friday and Saturday rounds. There is a limit of 15 minutes per negotiation phase, 5 minutes
per order -writing phase unless different limits are imposed by unanimous vote during the game. The Sunday round ends at
a time between 6 and 8 hours after the game begins. During the Sunday round, draw/concession votes will be conducted quickly
while the time continues to run in any given phase. Should the GM believe that proposals are being made solely for delay
purposes such proposals may be summarily dismissed. A player can publicly veto any proposal,in order to speed up play.
LET'S TALK SCORING SYSTEMS - DIXIECON IS UNIQUE
Well actually, Dixiecon used to be just one of many tournaments in North America
that used what is called "draw-based" scoring. Why do we still do this, when other tournaments have either
moved to "topping the board" type systems, or the European systems that end games after particular game years?
At Dixiecon we have always believed that Diplomacy is about control of the stalemate line, not possession of a certain number
of centers at an arbitrary time. A Diplomacy board is under control when a player or group of players have the ability
to force through the stalemate line from one direction or the other - or at least can convince the other players such a situation
exists. So, for those not used to a draw-based system, the point is to establish such dominance of board position that
the members of the draw have controlled the board. Of course, all the other surviving players must also vote to end
a game in any particular draw. The game only ends with a win, a concession, a draw, or a demonstrated stalemate where
no centers change hands for 4 game turns.
The exact details of this new tournament are still being worked out, but it will involve best two scores
from a set of preliminary rounds, with the top seven finishers advancing to a Championship Top Board on Saturday night.
Because Speedboat is a five-minute per turn version of the Gunboat variant, the one in which no negotiation between the players
takes place, the timeframe will not allow us to use traditional Dixiecon scoring due to inability to fit in draw votes in
the allotted time. As such the scoring system we will use is still under consideration.
IRON MAN COMPETITION
other games are played at Dixiecon throughout the weekend. In the early years, separate tournaments in such games at 1830
and Titan were mainstays of the event. Now that the gaming world has so heavily diversified in game choices, the non-Dip gaming
at Dixiecon is judged by wins in multiples games of multiple types. Games are divided by type into Schedule A, B, C, or D
games, with wins in the longer, more difficult games counting for more than those of the lighter, frothier variety. Michael
Lowrey is the GM for this event. Throuout the weekend, you'll get points for the number of players you finish ahead of, extra
points for winning the game, and your score is then modified based on the length and complexity of the game as reflected in
its Schedule A, B, C or D status.
a few games of each type so you can get the idea:
A: Azul, Carcassone, Splendor, TransAmerica;
B: Catan, St Petersburg,
Quacks of Quedlinburg, Isle of Skye;
C: Terraforming Mars, Scythe, Orléans, Concordia;
D: Twilight Imperium,
Here I Stand, 1856, Age of Renaissance.
Yeah, that pretty much just means that we are having a Terraforming
Mars event at Dixiecon. The tournament rules and scoring system is also to be used at other Dip events that have a Terraforming
tourney on the side. The scores for each game you play in Terradipping can go with you into future events, hopefully we can
develop a circuit and/or rating system to add to the fun when folk play TM at these events.
Here's how it works:
1) Preliminary games can begin anytime after 6pm on the Thursday before the Dip tournament starts on Friday evening.
2) All prelim games
will be four-player, using the Corporation rules from the base game and using the original map (unless all four players agree
to one of the expansion maps).
3) Preludes expansion shall be used - but not the other expansions (Venus Next, Colonies and the coming Turmoil).
4) If all four players
agree, promo cards and promo corporations may be added to the mix - but NOT any cards or corporations from the unused expansions
(for the time being, this will be considered in future.)
5) Each player receives a percentage score in addition to coming in 1st, 2nd,
3rd or 4th. The percentage score is equal to the percentage that player achieved of the total victory points scored
by all players.
6) The championship board will take place at 6pm (or thereabouts) on Saturday evening, with the top four players
participating. A player's top two finishes are used for purposes of qualifying for the championship board.
Players with two 1st
place finishes get first preference. If more than four players have two 1st places, the tie is broken by higher total
percentage score for the two games. If less than four players have two 1st places, the
remaining seats are filled with players with a win and a 2nd place (ties broken by percentage scores), and if seats still
need to be filled then players with a win and 3rd place qualify (ties broken same way.)
PRIZES AND AWARDS
Dixiecon is full of 'em! The top three finishers in the
Diplomacy tournament shall receive plaques. The next four places in the Top Board shall receive certificates of achievement.
The player with the best result for each of the seven Great Powers shall receive a plaque color-coded to the country involved.
The winner of the Iron Man tournament, our event which scores the results of all games played other than Diplomacy over the
weekend, shall also receive a plaque, as will the winner of our Terraforming Mars event, called Terradipping. Other awards
will include medals for the winning three-person team during the Satuday morning round (best result of the three players'
scores totalled as compared to all other teams), the I Got Hammered award for the player smushed the worst, the Golden Blade
award for the best stab of the tournament, and the Brick award for, well, whatever the tournament director decides is appropriate.
The players at Dixiecon are polled on Sunday for their favorite player of the weekend, and that person is awarded
the Player's Choice certificate.