Updated Triple A Rules for the Revised Tournament: WORLD CHAMPIONSHIP SERIES
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TripleA Revised Tournament Rules
World Championship Series — Updated Version
1. Rule Set
Default: STANDARD Revised rules (official rulebook).
“This book contains the complete rules for Axis & Allies, Revised Edition.” (Revised Rulebook, p. 1).
Technology: Optional, only if both players agree.
Map: World War II Revised.
️ Example: In a game using LHTR, AA guns fire once per attacking air unit per combat round, not just once per battle. Players must clarify the rule set before starting.
2. Default Game Options
Projection of Power: 9 Victory Cities to win, checked at the end of the USA turn.
“You win the game by controlling a specified number of victory cities at the end of a complete round of play.” (Revised Rulebook, p. 24).
️ Clarification: Default is 9 VCs, but players may agree to alternate thresholds.
Example: Axis hold Berlin, Rome, Tokyo, Paris, and Karelia (5 VCs), plus capture Moscow, India, Caucasus, and Honolulu (4 more). At the end of the U.S. turn, Axis win with 9 VCs.
Low Luck (LL): Enabled, including AA fire, strategic bombing raids, and territory damage. (Tournament convention — not in the rulebook.)
TTL (Territory Turn Limit): Enabled. (Tournament convention.)
Technology: Disabled (no tech).
Repairs: Battleships repair at the end of each turn.
“At the end of combat, a damaged battleship is restored to full strength.” (Revised Rulebook, p. 27).
AA Guns: Always on; opponents may select air casualties.
“The attacking player chooses his or her own casualties.” (Revised Rulebook, p. 20).
️ Example: If Germany attacks Caucasus with 4 fighters and Russia rolls 1 AA hit, Germany chooses which fighter is destroyed.
️ Default Clause: These are the default game options. Both players must agree to any changes before starting. If no consensus is reached, the defaults above apply.
3. Bidding Rules
Bidding Order: On Challonge, the player listed on the lower part of the bracket pairing bids first. (Tournament convention.)
Axis Assignment: The lowest bid plays as Axis.
Naval Placement: Sea units may be placed only in sea zones where that power already has ships.
“You may not place your new sea units in a sea zone adjacent to an enemy territory or an enemy-controlled sea zone.” (Revised Rulebook, p. 8).
One-per-Territory: Only one bid unit per territory. (Tournament convention.)
Home Territories: Bid units and industrial complexes must be placed in their nation’s starting territories.
“You may place your new units in territories or sea zones that contained your industrial complexes at the beginning of the turn.” (Revised Rulebook, p. 8).
️ Example: Allies win the bid and place 1 infantry in Caucasus (valid). They may not place it in Persia (non-home territory). Germany may place a destroyer in sea zone 5 (valid), but not sea zone 6 (empty).
4. Order of Loss (OOL)
Default OOL: Remove cheapest units first.
“The attacker chooses which units are casualties for his or her side, and the defender chooses casualties for his or her side.” (Revised Rulebook, p. 21).
Attacker Control: The attacker may adjust their own OOL, but not the defender’s.
Mandatory OOL Stop: In sensitive battles (e.g., bombers in land combat, multinational defenses, naval battles with carriers).
Multinational Defense: If the attacker withdraws, the defender chooses which nation’s units (of the same type) take losses.
“Friendly land units may lend support to a territory under attack, but they remain under the control of their original owner.” (Revised Rulebook, p. 15).
️ Example: Germany attacks Caucasus defended by UK + Russian infantry. If Germany retreats, the Russian player decides whether UK or Russian infantry are lost.
5. Deadlines & Round Progression (Tournament convention)
Rolling 14-Day Clock (Default): Each matchup has its own 14-day deadline.
Extension Conditions: Must be mutually agreed upon in Challonge comments before the match begins; TD may revoke if abused.
When the Bracket Catches Up: The TD may enforce either the standard 14-day window or a shortened deadline (as little as 1 week). The Tournament Manager’s ruling is final.
Non-Communication: Failure to communicate = forfeit; both silent = double forfeit. Players must document outreach attempts.
️ Example: Round 2 pairing posted May 1 → deadline May 15. If Round 3 is ready May 7, TD may shorten Round 2 to May 14.
6. Vacations & Conflicts (Tournament convention)
Allowance: Each player may request up to 1 week of delay per round if they notify both opponent and TD in advance.
️ Example: A player traveling May 5–12 informs the TD on May 3. Round deadline extends from May 15 → May 22.
7. Adjudication (Tournament convention)
Submission Package: If unfinished, both players submit latest save + anonymous strategy note (“Axis/Allies”).
Judges: At least 2 judges review and decide by majority; decisions are final.
US5 Threshold: Games not past US5 risk disqualification unless fault clearly lies with one player.
“The game progresses in rounds. A round consists of one turn by each power in the order listed.” (Revised Rulebook, p. 7).
️ Example: At deadline, game reaches G5 but not US5. Judges note Axis holds 8 VCs but Allies have higher income. After reviewing notes, judges rule Allies have better long-term position and award the win.
8. Edits & Oversights (Tournament convention)
Consensus First: Edits only if both players agree.
Minor Oversights: Forgotten placement, AA gun movement = generally allowed with agreement.
Major Changes: Purchases, combat phases = require explicit agreement.
No Agreement: If no consensus, original move stands.
️ Examples:
Germany forgets to place 1 infantry in Berlin → can be added if both agree.
Germany tries to redo entire purchase phase → only allowed with opponent’s explicit approval. Otherwise, move stands.
9. Air Units & Carriers
No Suicide Runs: Fighters must have a valid landing option when attacking. (Revised Rulebook, p. 19).
Carriers & NCM: Carriers may move in NCM to provide landing zones. (Revised Rulebook, p. 18–19).
Landing Requirement: Fighters must have carriers available in NCM if they survive. If they do not survive, the carrier is free to move elsewhere — this is not “kamikaze.”
️ Example: UK attacks in the Med with 2 fighters vs. German battleship + transport. If one or both fighters die, the UK carrier may move away freely in NCM.
Planning & Comms: Players must plan and announce carrier/air coordination.
10. Naval Bombardment
Categories of Units: Land (p. 15), Sea (p. 17), Air (p. 19).
Shore Bombardment: “Each battleship fires once during the opening fire step against enemy land units in the territory being attacked. (The enemy units do not fire back.)” (Revised Rulebook, p. 27).
Applies only to land units; cannot target air. TripleA does not enforce this distinction — players must.
11. Amphibious Assaults Are “Do or Die”
Official Rule: “Only air units can retreat from the land combat portion of an amphibious assault. All land units must continue combat.” (Revised Rulebook, p. 16).
Clarification:
All land units (amphibious + adjacent land attackers) must fight to the end.
Only air units may retreat.
Examples:
Germany attacks Caucasus with units from SZ 16 + Ukraine → no land retreats allowed.
Germany attacks Eastern Europe with units from SZ 5 + Southern Europe → again, all land units are locked in; only air may retreat.