Monty's Gamble: Market Garden 2007 PBeM Tournament
[Updated 11272007]

Finals ended November, 26th 2007

Tod Whitehurst vs Jim Eliason

winner Tod Whitehurst FOR DISCUSSIONS

ROUND Allied Player German Player
ID# First Name Last Name win     ID# First Name Last Name win  
1 Dave Long       vs   Mike Rinella   x  
1 Bob Leonhard   x   vs   Bob Hamel      
1 Rob Beyma       vs   Mark Gutfreund x  
1 Michael Kaye   x   vs   David Hoskins      
1 Bob Jamelli       vs   Philip Andrew Watkins x  
1 Dennis Nicholson     vs   Scott Moll   x  
1 Mike Brewer       vs   Mike Brophy   x  
1 Clyde Longest       vs   Anthony Daw   x  
1  Ken Dunn       vs   Rob Mull   x  
1 Jim Eliason   x   vs   Andres Dunn      
1 Tod Whitehurst x   vs   Peter Phelps      
1 Ken Nied       vs   Trevor Bender   x  
1 Andrew Cummins x   vs   Mark Greenman    
1 Andy Taylor   x   vs   Mark Guz      
2 Andrew Cummins     vs   Mike Rinella   x  
2 Tod Whitehurst x   vs   Scott Moll      
2 Philip Andrew Watkins       vs   Trevor Bender   x  
2 Andy Taylor       vs   Mike Brophy   x  
2 Mark Gutfreund       vs   Rob Mull   x  
2 Michael Kaye       vs   Anthony Daw   x  
2 Jim Eliason   x   vs   Bob Leonhard      
3 Tod Whitehurst x   vs   Rob Mull      
3 Mike Rinella   x   vs   Anthony Daw      
3 Dave Long (Eliminator) x   vs   Trevor Bender      
3 Jim Eliason   x   vs   Mike Brophy      
4 Nels Thompson (eliminator)     vs   Tod Whitehurst x  
4 Jim Eliason   x   vs   Mike Rinella      
5 Tod Whitehurst x   vs   Jim Eliason      

 Qualifications for tournament entry:

* Must be a 2007 member of the BPA, Associate level or higher.
* Must have an email account.
* Must have worldwide web access
* Must own a 'hard copy' of the game.
* All games will be reported to AREA ratings system

Start Date:

January 15th 2007.  Pending approval by BPA, must have minimum of 16 entrants to get BPA approval

Tod Whitehurst, GM  todw [at]
Mike Rinella, Assistant GM  drmike15 [at]

Tournament Format:  Single Elimination (this is not a ladder)

The Game: The four-day game with 10 VPs required for an Allied win.

Rules: We will be using the latest version of the rules version 1.2 dowload the latest version here. Frequently Asked Questions relevent to tournament play can be found here. A summary of the changes from 1.1 to 1.2 rules can be found here.

Side Determination: Players can decide among themselves as to who plays which side. If the players are unable to agree then rule 23.5 will be used to determine sides. Bids will be submitted to the GM and in the event of a tie bid then a die roll will be used to determine sides.  In the event the GM must submit a bid then bids will be submitted to the Assistant GM.

Time limits:
Figure the average game has approximately 42 exchanges.

Each round will last 60 days. If you're not comfortable averaging two impulses every three days, then you are not likely to finish on time and should probably not enter. Not all gamers will care to match that. Still, the 60 day limit will be strictly adhered to. If still playing at the deadline, the two players will be asked who took the most time, and the winner will be the one who took less time. If the players cannot agree, the GM will decide based on evidence/testimony submitted. A good idea is to keep a record of the time your email box first received the last legal move from your opponent (not to be confused with the time you checked your mail) and the time you sent him your last legal move of a turn. Such off-line records will be considered if there is a time dispute. A simpler way is just to keep a note pad with one check mark for each day that goes by without a reply. If there are no such records or testimony, the GM will resolve the matter with a roll of the die. There will be no adjudication. If, in the GM's opinion, both players share responsibility in roughly equal proportions for not meeting the deadline, neither player will advance. However, given the level of sportsmanship in the BPA, I don't expect such problems. Nevertheless, players are forewarned not to undertake the tournament if they feel they cannot complete a game in the given time and are unable to commit an occasional weekend or holiday to catching up with multiple exchanges at the convenience of their opponent.

All pairings will be done randomly. There will be no byes - odd numbers having to beat an eliminator volunteer to advance.

PBeM Mechanics:

Honor system for die rolls only if both players agree. If not, then the use of an internet die roller is mandated. and or are recommended

After Regrouping, each player MUST record the position and status of all his units, and send this to his opponent.

Error Handling:

Player A makes an illegal move(s), attack(s), etc. Player B can accept the move as is without changes, or declining this, Player A must redo the entire impulse. Once Player B makes a move, any past illegal move by Player A is beyond correction.

The time it takes for player B to find the error and ask for a redo counts against player A, up to three days maximum. After that, the time counts against player B.

Miscalculated combat odds are not an error. Here, player B can accept the incorrect result player A gave, or, he may use the die roll against the proper odds, and readjust the results. There is no redo for this.

An unresolved attack is not an error. It must be resolved, unless player B does not catch it.
All the above is ironclad. There should be no reason to 'negotiate' how to handle an error. This helps ensure a well-played game by all.

Rule Disputes:

The GM will resolve all rule disputes. Before the event, the GM will name two assistants to rule on any disputes in which he is involved.

Remember that you must specify the use of the Advantage before seeing following dice results so if you elect to roll, for example, all your attacks versus flak towers in the same email to that only the last one will be subject to re-roll. Also, make a habit of identifying multi-part mailings as Part I and Part II to prevent an opponent from starting to move before you have finished. You should also get in the habit of copying your opponent with the results of's rolls both to signal the end of your impulse and your acknowledgment that you will not be using the Advantage to re-roll. Remember, once your opponent has rolled the dice on a legal move it is too late for you to specify use of the Advantage to re roll your last move.

Deadline: Once the players first round ends, side preferences and bids for round 2 are due. All players must submit their victory or concession by that date, or failing that, records of their "time clock" and their claim as to why they should be selected the winner based on time usage.

Byes: There will be no byes. When one becomes necessary, an Eliminator - an ineligible player will be assigned as an opponent. The Eliminator cannot advance - but he can eliminate an opponent. All eliminated players and interested latecomers are urged to offer their services as an Eliminator. If more than one Eliminator is available, they will be selected in order of AREA ranking.