The following is a collection of suggested systems or methods for breaking ties in tournament games that are forced to end by time limits before one side or the other can achieve the normal victory conditions.
The Generals' Duel By Martin Schmidt
In my first "convention" tournament my Late Carthaginian's had a 1-0 advantage over my opponent's Aztecs with time running out. I could have run away as his units had to cross a river to get at me, but felt that would be poor sportsmanship. I stood my ground and of course lost a stand as time was called. A 1-1 tie with no generals lost. The coordinator had us dice off and I was eliminated from the tournament on a 3 to 2 die roll. He didn't even double me! It left a bad taste in my mouth.
I wanted to come up with a tiebreaker system that was more fitting with DBA. I've used the following for both tournaments and campaign games:
The opposing General's have a personal duel. Both champions are mounted and equally armed. Players roll the traditional D6. You must double your opponent to win.
Mounted champion +3
Good Luck and have fun!
Area of Occupation by Bob Beattie
Another approach I have considered to to reward aggressiveness. This is measured by area of board occupied. If one player hangs back and lets the enemy come to him, he is less aggressive. Maybe he will win via usual combat but if he does not, night comes and battle ceases. The player who occupies most of the battle field can claim victory. This might spur a player to advance a light horse forward to claim ground but then consider which player has a larger force forward. Basically, just draw a line across the board just in front of the largest block of elements of each player. If one player's line is in the other player's half of the board, that player is winner.
Last Updated: May 13,1999Comments and suggestions welcome. Send them to Chris Brantley, IamFanaticus@gmail.com.