Date: Mon, 29 Sep 1997 09:57:17 +0100 From: Tournament Headquarters(by way of Robert F. Heeter) Subject: W2WT: Tutorial #8 - End-of-Game Checklist [ Some of you in extra-speedy games may already have this, but please ] [ read the beginning again, since it has just been revised. -- Bob ] Practice Round Players - It is time to wrap up the official part of the Practice Round! Once the "Let the War Begin" message is sent to announce the start of Round A, your moderators will no longer be "actively" helping you in the Practice Round. That is, they will not provide advice unless a question is asked. Also, to allow everyone time to focus on their *Official* Round A games, time limits for the Practice Round will not be strictly enforced. If you run out of timeouts, send a query message and ask the moderator to restore them. All fighting will cease at the end of Turn 10. (20 in a real round.) On Turn 11 (21), all players will report their final statistics, check each other's claims, and agree with the moderator on the official results. After completing these reports you can continue to play your games for as long as you like, but the Moderators and Headquarters will no longer be watching the game. We hope that the Practice Round has been helpful to you in getting familiar with the Tournament, and we're looking forward to seeing you in Round A! Here is the official Checklist. Since this is a 10-turn game and not a 20-turn game, subtract 10 from all Turn Numbers listed! =============== End of Game Checklist ================== As you approach the end of your game, we want to remind you to complete the following End-of-Game Checklist: (1) On Turn 19, you may wish to turn off all vectoring, because vectored units built between Turn 19 and 20 will not arrive until Turn 22. Only those units "on the map" by Turn 21 will count in the final statistics. (2) On Turn 20, play your final move. All fighting and unit movement ends when the last player makes his move on Turn 20. (Remember to prepare your defenses against those who move after you!) (3) Turn 21 is the "Final Reporting Turn". No fighting or unit movement is allowed. Using the final gamefile sent in by the last player on Turn 20, each player should open up to their own Turn 21 and collect their final statistics using the Statistics Template below. (4) After you complete the Statistics Template (below), email your Final Statistics Report to the remailer, and check each other's results. When all four players have reached consensus on the final results, the Moderator will double-check the results and enter them in the official tournament record using the Remailer. (5) Once all the statistics are in for the round, the resulting rankings will be computed and placed on the Web! ********************************************************************* ** End of Game Statistics Template (email to Remailer on Turn 21) ** ********************************************************************* (delete everything in parentheses and fill in the correct values) Game Name: (Z06, T05, A12, etc.) Your Side: (use #1 to #4, and add color or name of side if you like) Cities: (Number of cities you control on Turn 21) Fraction: (Your Cities divided by total number of unrazed cities on Turn 21) Gold: (Your Gold on Turn 21) Income: (Your city Income on Turn 21) Expenses: (Your army expenses on Turn 21. Start your turn, save the game, and then reload in order to make sure this is properly updated.) Profits: (income minus expenses on Turn 21) (Now open up a backup copy of the gamefile, and tally up the units in each of your stacks, using the table below. "Disband" each stack (see the Orders menu) after you write down its contents. Hint: if you edit the "shortcuts" and put the "disband group" button into your shortcuts, you can do this very quickly.) After counting your units in each type, multiply the number of units by the strength of the type, and then add over the different levels of blessings to get the strength in that class of unit. Then add all classes to get Total Strength.) ***************************************************************************** * Total Final Army BASE Strength Accounting: (include blessings only!) * ***************************************************************************** Unit Class | Unblessed + Blessed + 2xBlessed + 3xBlessed = Total ============================================================================= Scouts | __________ x1 + _______ x2 + ______ x3 + _____ x4 = Giant Bats | x1 + x2 + x3 + x4 = Light Inf | x2 + x3 + x4 + x5 = Light Cav | x2 + x3 + x4 + x5 = Orc Mob | x2 + x3 + x4 + x5 = Heavy Inf | x4 + x5 + x6 + x7 = Wolves | x4 + x5 + x6 + x7 = Dwarves | x4 + x5 + x6 + x7 = Pikemen | x4 + x5 + x6 + x7 = Spiders | x4 + x5 + x6 + x7 = Archers | x4 + x5 + x6 + x7 = Catapults | x4 + x5 + x6 + x7 = Minotaurs | x6 + x7 + x8 + x9 = Unicorns | x6 + x7 + x8 + x9 = Giants | x6 + x7 + x8 + x9 = Heavy Cav | x6 + x7 + x8 + x9 = Griffins | x6 + x7 + x8 + x9 = Pegasi | x6 + x7 + x8 + x9 = Elephants | x6 + x7 + x8 + x9 = Elementals | x5 + x6 + x7 + x8 = Ghosts | x5 + x6 + x7 + x8 = Worms | x7 + x8 + x9 + n/a = Wizards | x7 + x8 + x9 + n/a = Demons | x7 + x8 + x9 + n/a = Dragons | x7 + x8 + x9 + n/a = Devils | x7 + x8 + x9 + n/a = Archons | x7 + x8 + x9 + n/a = Hero(es): strength with blessings & battle (*not* command) items = =============================================================================== (If you have no units of a given class, just delete the line.) TOTAL FINAL ARMY STRENGTH: (Note: The number of units listed above may not match the number shown in Warlords exactly, if you have units still being vectored around. Units vectored to a city which was captured will "bounce" and be vectoring back, so you may have units in vectoring which you don't expect. Only count strengths of units actually on the map on Turn 21!!!) -- The Rules Gurus