|
Tournament Format
The
nature of convention tournaments is that
the organizers can not predict how many
players will participate in the event.
These rules assume a maximum of 8 hours
applied to a tournament that can accommodate
up to 24 players. For larger tournaments,
the format can be easily modified. The
tournament can be run with a minimum of 2
players.
In
general, there will be one double
elimination round, one semi-final round,
and one final round.
If
there are 5 or more players, the double
elimination round will reduce the number
of participants down to 4 semi finalists.
The 4 highest scoring players (see Scoring,
below) will advance to this semi final
round. In the case of a small tournament
with less than 5 players, it is suggested
that each player play three games with the
top two highest scoring players playing in
the final game.
The
double elimination round will consist of
two games against two different opponents.
Opponents will be chosen randomly for the
first game. The players will get a score
(see Scoring,
below) based on their performance in the
first game. The players will then play a
second game against a new opponent. One
player at each table will move to an
adjacent table so that everyone has a new
opponent.
Each
player will total their scores from the
two double elimination games, and the 4
highest players will be "seeded"
in the semi finals. The 1st place player
will play the 4th place player at table 1,
and the 2nd place player will play the 3rd
place player at table 2. The two winners
in the semi final round will advance to
the finals. The winner of the final round
will be the Full Thrust Tournament
Grand Admiral.
In
the event that there are an odd number of
players, one of two methods can be used.
-
If
there are enough judges/volunteers,
one judge/volunteer will play a random
player in the first game of the double
elimination round. That
judge/volunteer will have a randomly
chosen fleet and will play his
opponent to win. After the first game
is played, and the games are scored,
the player with the lowest score will
be eliminated from the tournament. The
tournament then continues with the
double elimination round as normal.
-
One
player is chosen at random and sits
out the first game of the double
elimination round. The players play
the first game as per normal. However,
the highest scoring player of the
first game of the double elimination
round will advance into the
semi-finals. The randomly chosen
player will play in the second game of
the elimination round. The score from
the first game is ignored in this
case. The three highest scoring
players from the second game advance
to the semi-final round.
Tournament
Scoring
The
rounds of the tournament are
"scored". That is, players
receive points in order to determine if
they make it to the next round. The winner
of a battle is the player with the highest
score.
Points
are awarded as follows:
-
A
player receives the point value of
every enemy ship and fighter that they
destroyed. This total is known as the
Offensive Point Total (OPT).
-
A
player receives the point value of
every friendly ship and fighter that
was not destroyed. This total
is known as the Defensive Point Total
(DPT).
-
The
Offensive Point Total and the
Defensive Point Total are added
together, and this becomes the
player's score.
The
players will also receive a score for the
semi final and final rounds, for interest
sake and to resolve any rare cases of
ties.
Note:
each individual fighter within a squadron
is treated as a ship for point purposes.
Each fighter destroyed is worth its points
to the destroying player's OPT. Each
fighter that survives the battle is worth
its points to the owning player's DPT.
Example:
Bob and Doug are competing against each
other. Doug had three squadrons of
normal fighters and one squadron of fast
fighters at the beginning of the game,
worth a total of 78 points. At the end,
2 normal fighter squadrons were totally
destroyed, the fast fighter squadron has
one fighter left, and 1 normal fighter
squadron is completely intact. Bob would
receive 56 points for his OPT (he
destroyed 12 fighters worth 3 points
each and 5 fighters worth 4 points
each), and Doug would receive 22 points
for his DPT (6 fighters remain at 3
points each, and one fighter worth 4
points).
Resolving
Ties
In
case two or more players have exactly the
same score, the tie is resolved as
follows:
-
In
case of a tie, the winner is the
player with the highest Offensive
Point Total.
-
If
the players have the same Offensive
Point Total, the winner is the player
with the most undamaged hull boxes
left on their ship control sheets.
-
If
the players have the same number of
undamaged hull boxes left on their
ship control sheets, the winner is the
player with the lowest original point
total for their fleet. For instance,
if at this point the two players are
still tied, a player with an original
fleet total of 1481 points would be
ranked higher than a player with a
fleet total of 1487 points.
-
If
the players are still tied at this
point and the tie determines whether
or not a player advances to the next
round, a tie breaker is called. If
there is time remaining (as determined
by the judges) the tied players play a
short battle. Each will be given a
standard NAC light cruiser. The winner
will be the player left on the table.
-
If
there is no time for a tie breaker, or
if the tie is only for placing of
players within a round, the winner is
determined by a coin toss.
Full Thrust
Tournament Rules:
Tournament
Overview
Tournament
Rules
Tournament
Fleets
Full Thrust Errata
|