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"Top 5 Requirements for a Good Tournament Ruleset" Topic


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28 May 2016 2:49 p.m. PST
by Editor in Chief Bill

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©1994-2025 Bill Armintrout
Comments or corrections?

Personal logo Editor in Chief Bill The Editor of TMP Fezian14 Dec 2015 5:54 p.m. PST

What qualities do you feel are essential for a ruleset that adapts well to tournament play?

Winston Smith14 Dec 2015 6:02 p.m. PST

It's point system should actually function as a system that gives a "poor" army a fighting chance. It should make the most effective troops very expensive.

One problem I always had with WRG ancients rules was that all weapons cost the same, regardless of their efficiency.

peterx Supporting Member of TMP14 Dec 2015 6:55 p.m. PST

Very clear writing and clarity of the rules. Then, all players (or a referee if needed) can resolve disagreements about rules interpretation.

Personal logo etotheipi Sponsoring Member of TMP14 Dec 2015 7:05 p.m. PST

Simple mechanics with a minimum of ambiguity. If there are multiple legal styles of play for a game, it will tend to leave some players (slightly) alienated. In a tourney, you don't want to waste up to two games getting adjusted to the game if others aren't.

While I would want the mechanics to be simple and stable, there should be a lot of operational latitude so you can get a lot of flavor and variety from the different opponents.

Beyond that, I think it's all in the scenario design and playtesting. That said, as Winston Smith point out above, an equitable (as possible) point system makes that design double plus non-difficult. Also, consistency in the state space of the stats tends to make the scenario design more stable, making it easier to build a scenario that will fit reasonably well into a time constraint.

Winston Smith14 Dec 2015 7:39 p.m. PST

Minimum of ambiguity….
Well, that eliminates WRG…..
Or DBM.

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