<BGSOUND SRC="http://members.aol.com/rabdwombat/music/baywatch.mid">
game box
© Columbia Games Inc.
 

Napoleon Tournament

World Boardgaming Championships

Reminders, Clarifications,
and Tournament Rules

Reminders, Clarifications, and Tournament Rules (as of 08/11/2005)

The World Boardgaming Championship (WBC) tournament gamemaster (GM) is Jeff Cornett.  Napoleon is a relatively simple wargame, with a short rule book that is quite easy to read.  However, the concise nature of the rule book does not leave room for many examples, and just a casual reading of the rules often leads to differing interpretations. These reminders and clarifications serve as a checklist for review prior to and during tournament play.  These interpretations should be used to resolve any questions not clear by studying the latest online edition (version 3.2 as of 2004) of the Napoleon rules as posted on the Columbia Games web site.  The primary means of answering any rules question must be the rule book itself.  However, when the rule book seems unclear, refer to these clarifications next.  In order to create a common understanding of the rules, any other references must be considered unofficial -- including private answers to questions submitted directly to the game publisher.  The GM may consider other references, but when they conflict, the following interpretations apply.  If you have any comments, questions, or additions to these rules reminders and clarifications, please email: JeffreyLCornett@aol.com.

Campaign Moves

Battle Moves

Battle Fire

Morale

Retreat

Rout

Leaders

Regroup

Retreat Destinations

 Battle Sequence

Battle Resolution

All battles resolved
Allied supply attrition
Army destruction and removal
Check victory conditions

Positioning Units (suggestions to help coordinate play)

Tournament Rules

Scenario:  Sides set up according to the "free deployment" rules (not the historical setup).  The strength of the British II Corps artillery is strength 2 as listed in the historical order of battle (not strength 4 as printed on the counter itself).  This is historically correct and also helps to play-balance the game.

Alternative French Victory Criteria: New GM rule as of 8/19/2003:  If at the end of the game, the French have units occupying all three supply cities, then the French win the game. This is a tournament rule added for the sake of play balance and provides an alternative way for the French to win besides defeating both Allied armies.  It significantly weakens the Allied end-game strategy of running away and hiding by throwing out a screening force of pickets to slow down the French pursuers until time runs out.  The French still need to occupy all three Allied cities before time runs out, but they do not need to chase down and defeat the last retreating Allied army.

New GM rule as of 1/28/2004: Occupying all three supply cities means exactly that. There must still be at least one unit actually in each of these three cities even after one of the Allied armies has been destroyed.  For example, if a Prussian force sneaks around and knocks the French out of Brussels even after the British army is destroyed, the French do not win even if they are occupying Liege.  Also, if a game ends early due to a time limit, the GM should factor into his game adjudication (or die roll) the likelihood that the French would succeed in occupying all three cities had the game continued until the end of the turn record.

Choice of Sides:  Players must bid (alternating verbal bid auction -- not sealed bids) combat steps increases to their opponents army for their choice of sides.  Roll dice to see who bids first -- an opening bid of zero is allowed. The losing bidder chooses which of his starting units will add these step increases.  Increases are limited to just one step increase per unit and may not result in a unit increasing in strength beyond size 4.  Move these improved units to their next blank side beyond their initial printed strength.

Before setup, your opponent is allowed to see exactly which units get these increases.  Therefore, your opponent knows how your improvements are distributed, but does not know exactly where on the board these improved units are located.  If neither player cares which side they play, roll dice to determine sides randomly.

Ties:  If a game ends in a tie (i.e. the French and last Allied army are destroyed on the same turn), the winner is decided based on whether Napoleon was killed or captured in combat. Regardless of any other victory conditions achieved, if Napoleon dies, then the French side loses.  Removing Napoleon as part of the process of removing a destroyed French army does not mean that Napoleon was killed in combat.  Think of this historically.  If Napoleon is not killed, he has accomplished his strategic objective of preventing the Allied armies from invading France and deposing him as emperor.  With all armies destroyed, Napoleon can now return to Paris, remain in power, and raise yet another army for the greater glory of France!

Incomplete Games:  New as of 8/19/2003:  Games that are not completed or conceded within an agreed upon time limit are adjudicated by die roll.  Players should try to agree to the die roll odds, but if necessary, the GM should adjudicate these odds.  If the weaker side does not have at least a 1 in 6 chance of winning, the GM should simply award the victory to the superior side without using a die roll.  The GM should listen to the logic of the strategy and tactics each player describes for how they would play out the rest of the game if enough time were available.  Although the GM might have a better game plan he would use himself, he is not obligated to use this reasoning unless he believes that player(s) would figure this out as the end-game unfolds.

Use of Time Clocks:  New as of 8/19/2003:  Players may agree to use a chess-style time clock to guarantee that a scheduled game is completed within an agreed upon time frame.  Note that the purpose is not to create a game of "speed Napoleon" but rather to encourage that each player pace their game play in a balanced way according to an agreed upon schedule.  When time runs out for either player, the game is adjudicated by die roll.  If there is a significant difference in the amount of time each player used in this game, the victory die roll odds are adjusted for this as agreed by players or as judged by the GM.  The average tournament game of Napoleon lasts two and a half hours, but one WBC tournament finals lasted all day (9 hours).  Use the time clock to ensure that a game is completed or adjudicated according to either an efficient 3-hour or leisurely 4-hour scheduled time frame.

Advice and Judgment:  More experienced players are encouraged to advise their less experienced opponents in the rules (and perhaps even strategy), but must never be blamed for their opponent's misunderstanding of the rules or errors in judgment.  Mistakes in interpreting the rules are corrected starting on the game turn they are discovered.  Ultimately, you must be responsible yourself for understanding the rules and for using sound judgment.

Kibitzing by observers is discouraged.  Of course, this means observers should never give advice or hints on game strategy.  Less obvious is how to handle situations where you see rules mistakes in how the game is being played.  If you see a major misunderstanding of the rules, discuss the situation with the GM who, if he agrees with your rules interpretation, may choose to advise the players on the rules himself.  Otherwise, especially for minor rules issues, observers should save their comments or rules questions for discussion after the game.

GM's are free to advise players on rules misunderstandings whenever he notices a problem.  In selected games, the GM could choose to closely monitor games for rules mistakes, but is not obligated to personally monitor all games and all moves himself.  He is free to do so, but players should assume responsibility themselves to audit both their own moves and their opponent's moves.  For example, when an error is observed in following road limits, the GM may remind players of these rules when he first notices a problem.  After this reminder, the GM might choose not to remind players of additional similar move errors.  Unless he suspects that such errors are intentional, continued reminders about move errors may be considered getting too involved in the play of the game itself.

Oversights:  Note that oversights (involving missed moves) are not the same as errors in judgment.  Obvious oversights must be corrected if at all possible -- even if not noticed until the next turn.  This includes making all moves, shooting with all units, bringing in reinforcements, regrouping after combat, and other obvious things people sometimes forget. This also helps speed up game play since players can be more relaxed in their style of play.  Please, show sportsmanship by reminding your opponents when you suspect a missed-move type oversight.  The game should be won by who uses the best strategy and tactics -- not by whether your opponent forgot to bring in his desperately needed and allowed reinforcements at the end of a battle turn!

Turn Reconstruction:  There are no touch rules or turn time limits.  During your own turn, you may change your mind on anything up until the time that dice are rolled, opponent blocks are revealed, or a decision is required by your opponent.  However, this also means that you should move your units in a manner that allows your turn to be reconstructed, including verifying exactly which units moved along which roads.  In situations where road movement is complicated, please offer to walk your opponent through the details of your move before you consolidate your forces into their destination cities.


Links
GM's Web Site WBC Convention Site Columbia Games Site
GM's Home Page (PrintaGame.com) WBC Home Page Columbia Games Home Page
Plans for the next WBC Napoleon Tournament Napoleon Tournament Page Napoleon Page
Napoleon Rules Interpretations GM Guidelines Latest Online Rules for Napoleon
Blank Napoleon Game Results Form Napoleon AREA Ratings Older Errata for Napoleon
2003 WBC Semi-Finals Endgame Scenario PrezCon Convention Site Convention Calendar
2000 WBC Napoleon Tournament Review PrezCon Home Page Other Links
2001 WBC Napoleon Tournament Review PrezCon Napoleon Page Cyberboard PBM Software
2002 WBC Napoleon Tournament Review 2002 PrezCon Tournament Review Cyberboard Napoleon Download
2003 WBC Napoleon Tournament Review 2003 PrezCon Tournament Review Boardgame Geek Napoleon Site
2004 WBC Napoleon Tournament Review 2004 PrezCon Tournament Review ConsimWorld Napoleon Discussion Forum
2005 WBC Napoleon Tournament Review Handy 1-Page Player Aid
2006 WBC Napoleon Tournament Review