[TPA7]. Down and Dirty V. [winner Dukasaur]
Posted: Wed Mar 24, 2021 10:09 pm
A very simple tournament. Its 4 man games, 64 players. Win three times and you're the champion.
Maps/settings
Back in the day we ran four iterations of this one.
In Down and Dirty I we focused on some of the larger maps in CC, Down and Dirty II went with the smaller ones Down and Dirty III used some more medium themed maps. Down and Dirty IV shifted into some regional themed maps from the traditional pile (no bombardments or other special features).
I’ll leave reservations open for a bit if we have more than 64 who want to play we will do a play in round.
Seeding and such are all random. So if we have 72 players. A few will play an extra game It’s luck of the draw to allow anyone who wants the chance to play.
Our maps this time are going back to the basics. Simple and clean with no specialized gameplay or rules. The classics as it were
All games have a 50 round limit escalating sunny and no trench. The only change will be in the fortifications per round
Freemiums are welcome as it’s a one game load. Win and advance. Lose and you are done (for TpA scoring you will be rated by what round you were eliminated it Second tiebreaker, if applicable, is how many rounds it took to win your previous game. So that means the winner of a play in game has a tiebreaker advantage. (I.e. in Round 1. John Doe and Jane Doe both are eliminated from their respective games in Round 14. However John won a play in game. John then wins the tiebreaker for TPA points because he had the harder road just to get to the same result).
Play in round. Classic. Adjacent
Round 1. Eurasia. Chained
Round 2. Africa II. Parachute
Round 3. (Finals). Australia. Unlimited.
Maps/settings
Back in the day we ran four iterations of this one.
In Down and Dirty I we focused on some of the larger maps in CC, Down and Dirty II went with the smaller ones Down and Dirty III used some more medium themed maps. Down and Dirty IV shifted into some regional themed maps from the traditional pile (no bombardments or other special features).
I’ll leave reservations open for a bit if we have more than 64 who want to play we will do a play in round.
Seeding and such are all random. So if we have 72 players. A few will play an extra game It’s luck of the draw to allow anyone who wants the chance to play.
Our maps this time are going back to the basics. Simple and clean with no specialized gameplay or rules. The classics as it were
All games have a 50 round limit escalating sunny and no trench. The only change will be in the fortifications per round
Freemiums are welcome as it’s a one game load. Win and advance. Lose and you are done (for TpA scoring you will be rated by what round you were eliminated it Second tiebreaker, if applicable, is how many rounds it took to win your previous game. So that means the winner of a play in game has a tiebreaker advantage. (I.e. in Round 1. John Doe and Jane Doe both are eliminated from their respective games in Round 14. However John won a play in game. John then wins the tiebreaker for TPA points because he had the harder road just to get to the same result).
Play in round. Classic. Adjacent
Round 1. Eurasia. Chained
Round 2. Africa II. Parachute
Round 3. (Finals). Australia. Unlimited.