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je ju wrote on Mon, Apr 21, 2008 12:29 AM UTC:
The veto period seems to have passed with a few smatterings, a flurry and
in the end all games hold on and retain membership.

The results of the cricket were 304 total runs scored, which converts to
214 duodecimals.

As a result, we are going with scenario 3.   In random scenario 3, alpha2
is match 1, alpha3 is match 2, alpha1 is match 3.



Charles  Birds (vs Donut), Stealth (vs Carlos), Titans (vs George)
Carlos  Falcon (vs Charles), Hole (vs George), Wormhole (vs. Donut)
George  Altair (vs Carlos), JacksWitches (vs Donut), Rococo(vs Charles)
Donut  Hammer (vs George), Korean (vs Charles), Rollerball (vs Carlos)


Joe     Atlantean (vs Juan), Grand (vs Graeme), Lemurian (vs Jeju)
Graeme  Circular (vs Joe), Modern Courier(vs Jeju), Save the Standard (vs
Juan)
Jeju     Eight Stone (vs Graeme), Racing (vs Juan), Wuss II (vs Joe)
Juan     Bachelor (vs Jeju), Hostage (vs Joe), Switching (vs Graeme)

Early analysis of the matchups finds a few interesting tidbits.  

Only Juan and Donut end up playing a game they cast a veto against.  Donut
on Jacks & Witches, Juan on Save the Standard 13x13.

Joe, on the other hand, cast no vetoes but did allude to a few games he
was not keen to play¡¦and drew one of them, Wuss II.

Juan and Jeju are drawn in a rematch of a game completed with a Jeju
resignation 320 days ago.

If anyone has the talent and time to make the schedule into a chart of
some sort, that¡¯d be appreciated.

Carlos has offered to assign the games and get them started.  Once he does
that, game on.  If you find any time goofs in the game settings, report
them to Carlos and he should be able to restart the game.

Unless there¡¯s a strong outcry against, I¡¯d say¡¦

(copied and pasted from 3rd courier tournament page, written by Fergus)

Time Controls
Game Courier has very versatile and sophisticated time controls, and these
will be used to time all games in the tournament. Details on how time
controls work can be found in the User's Guide. The same time controls
will be used for each game. Here's what I propose to use:
Pace:	4 moves per week
Spare Time:	14 days
Grace Time:	24 hours
Extra Time:	8 hours
Bonus Time:	6 hours for moving within 24 hours
Tie-Breaking
If two players attain the same score, ties will be broken by the following
methods in a topdown order:
¡¤	Buchholz / Solkoff method (Compares scores of all opponents defeated by
tied players.) 
¡¤	Sonneborn-Berger (Compares scores of all opponents defeated or tied
with tied players.) 
¡¤	Number of Wins (Wins count as 1, ties as nothing.) 
¡¤	Most Blacks (Whoever has won more games as the second player wins the
tie.)

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