
Carlo Cinus wins the 3rd edition

GAME - PATHS OF GLORY - 4th edition rules
The GMT living rules of Paths of Glory are considered the official version of the rules. The Campaign HISTORICAL game scenario is being used. Rules 4.2.4 and 11.2.10 are compulsory.
Paths of Glory Historical Set-up
Qualification Phase: 29th January, 2007 - 22nd May, 2007
2nd round: 29th May, 2007 – 30th September, 2007
3rd round: October 1, 2007- February 17, 2008
Quarter final: February 18, 2008 - June 29, 2008
Semifinals: June 30, 2008 - November 16, 2008
Finals: November 17, 2008 - March 29, 2009
Bidding. Players will bid for sides according to the rule 5.6 . The GM will roll a die to identify who bids first. Please remember that the games of the tournament will be created by the GM.
Recommended Method of Play : It is required that players use the Automated Card Tracking Site to play their games. Matches conducted FTF, PBEM, or PBM are not considered valid matches unless there is an accompanying ACTS journal.
The ACTS site provides recordkeeping of moves, provides a die roller, and serves as a secure card dealer. There is no fee for use of the ACTS web site. It should be noted that all game journals are considered public and may only be deleted by the players when requested to do so by the GM.
Dice: Players may choose to use a subset of the requested dice as long as it is clearly identified, in advance, which rolls are to be used. For example, the CP player can call for 8 dice for three battles and declare that only dice rolls 4-6 are to be used. The defending player rolls all dice; rolling the dice indicates that the attacking player's move was reviewed and validated. If too many dice are rolled, trailing dice are discarded. If too few dice are rolled, the player rolling the first set of dice should request additional results.
It should be noted that no specification of, or requirements for, PBEM aides (ADC2, CB, etc.) is being made. Players may also choose an alternate method for rolling dice but all results must then be posted into the ACTS journal.
I don't suggest to use the so called "oos warnings" except when a player moves and creates a dangerous situation for the opponent's units. Anyway the players are free to use the method they agree with before starting the game. If two players cannot reach an agreement about a precise method to adopt, no warning will be used.
Reporting: Both players should report the completion of the game to the GM.
Relevant information to be submitted includes: sides played, bid, final VP score, turn of game end, and method of victory.
Prize: The tournament winner will receive:
General Comments on how I or my Assistant GMs are will rule for situations not clearly covered by the rules (at this point the rules cover pretty much everything)
1) Games not complete by deadline. General Rule is that the player who took the longest amount of time loses. However, as I am interested in games being completed (at least to the point where players agree on the result either a concession or agreement to draw the game) rather than adjudicating games, there are exceptions to that rule and will be handled on a case by case basis by the GM. and if the game is just short of completion I may allow a few more days (so long as it does not slow down the tournament).
2) A log entry to cancel a move. If this is made before either dice or rolled or the other party moves/plays a card all subsequent actions are halted until the party cancelling the move redoes his/her move. This includes any dice rolled. After the cancelling move any dice already rolled or cards played are to be redone. In the case of response type cards played after the cancellation, the cancelling party should give the other player time to return the card to their hand.
3) We suggest to let the defender roll the dice. However when too many/too few dice rolled - multiple entries for the same combat etc.
a) First set of dice rolled counts
b) If too many dice are rolled the excess are ignore. Dice are counted from the top down. So if 2 dice are required and 3 are rolled the bottom one does not count.
c) If too few dice are rolled all the ones rolled count and the needed rolls are then done.
d) If only 1 party is identified in a combat (MO or other applicable situation) and two parties are required the unidentified roll is assumed to be the other parties die
e) If too many sides are used, say for example the fire was done using 8 sides for dice (don't laugh all these things come up) but the dice result falls within the allowed numbers, 1-6, the result count. The converse is of course not allowed. If a player rolls a combat and uses 4 sided dice on the Roller it has to be rerolled regardless of the result
4) Illegal Moves. General Rule - if an illegal move is made and the dice rolled all dice are voided and the move is redone and all dice are rerolled. This is particularly true in a case where a person makes multiple moves/attacks and has too few OPs to cover them (A person should not be able to pick and choose, after the dice are rolled, which moves/attacks are made. However, like all rules there are exceptions. Example the Ge has the 9 and 10A in Nancy and a flipped 7A and Full Strength 8A in Verdun. German move is as follows: Ge9A Strasbourg to Verdun, trench 10A Strasbourg trench Verdun. Its clear here that the German move was to trench Nancy not Strasbourg, which had no units and if the trench roll succeeds the trench is there. Same situation if the German wrote the move correctly and then rolled the dice for a trench (the only trench he is rolling) for Strasbourg the trench is in Nancy. I would hope players can general resolve situations like this between themselves. If it is clear what is intended let it stand. However, the one area where it is never clear what is intended is when a player makes an illegal move, e.g. Ge 1A Ge Liege to Nancy. Trench Strasbourg, Metz and Sedan. Nancy is however occupied by the by the French and all the other spaces have 2 x Ge armies in them. This one is redone regardless of what the Germans get in the way of trenches. To allow otherwise would permit the German to deploy his extra army to the space that needs it most.
5) Conditional moves (lets face it in email situations sometimes one is not sure of the positions of units). For example. A 2 OPs move.
AGe 1A Liege to Brussels, Attack with Ge 2 and 3As Koblenz to Sedan. If Brussels is occupied void the entire move including dice rolls@
In such a case if Brussels was occupied the entire move, including any dice rolls by attacker would be void and the move would be redone.
6) Player Dropping - I will almost always replace a player if the games are not too far along. My reason for doing this is that players should have to win (or tie) their games to advance. I do not want players to advance or qualify to advance because they had the fortune to have an opponent drop out. It is unfair to the other players.
7) GM dropping a player. Anyone who does not move or respond for 2 weeks will be dropped and replaced. Of course a player on vacation or engaged with business activity, should send a message to the opponent by declaring his impossibility to move for a long period.
Current Players
Frank Bonn
Pierluigi Pellizzer
Mauro Faina
Mauro Gasbarroni
Nando Ciafrei
Alberto Savi
Carlo Amsicora
Ettore Cossutta
Josè Ramon Rentero
Stefano Cuccurullo
Andrea Dassiè
Roberto Setola
Stefano Fatighenti
Sergio Montagner
Riku Riekkinen
Stefano Grombi
GianMaria De Stefanis
Pete Reese
Per Fischer
Alessandro Raimondo
Peter Gurneau
Gerard Burton
Alessandro Verdefoglia
Bruno Moscetti