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BLITZ RULES 2005
Overview
At the normal game end after last bound has been called, if 12 pairs of bounds have not been played, a Blitz period is entered. During the Blitz period all PIP based moves have to be carried out in 2 minutes per player, until 12 pairs of bounds have been played.
Detail
Players record the number of pairs of bounds on a shared record (which may be supplied).
When "last bound" is called, the game is played to the end of the defender's bound (i.e. as previously). If at that stage 12 pairs of bounds have not been played and neither army is demoralised, a Blitz period is entered.
The Blitz will be supervised by an umpire or a nominee appointed by an umpire (both referred to below as the "umpire").
The umpire will time the 2 minutes for the first (invader's) bound. PIP dice are thrown after the umpire starts the time. PIP dice allocation and all moves must be completed in the 2 minutes Blitz period. Any PIPs unspent at the end of 2 minutes are wasted.
Pursuit moves of enemy troops arising from break offs are done in the Blitz period.
Flank marches - if arriving during a Blitz bound, the following is done before the Blitz period starts: the die for the flank marching command is rolled on its own, then the figures arriving are placed at their place of arrival and any flee moves resulting from the flank march arrival are carried out. The Blitz period is then started during which the arriving troops are moved on table. If flank marchers arriving in a subsequent bound cause enemy to flee, the umpire will pause the Blitz time for the flee move(s) to be carried out by the umpire.
After the end of the 2 minutes blitz period:
Any illegal moves are taken back as determined by the umpire. The non-moving player can challenge the legality of moves, but the final determination is the umpire's.
Any impetuous or flee moves are made as normal.
All shooting and combats are carried out as usual.
If, at the end of the relevant bound, an army is broken the game stops.
The process is then repeated for the defender's bound until 12 pairs of bounds have been played at which point the Blitz period is over and the game is scored as usual.
Early Blitz
If 1 hour before the end of the fixed time period for a game (i.e. before the random time period) the players have not completed 7 pairs of bounds the game may, at the umpires discretion, be subject to Early Blitz. Early Blitz operates in exactly the same manner as normal Blitz with the exception that the time limit for PIP based moves is increased to 4 minutes instead of 2 minutes. All other rules for Blitz apply.
If when "last bound" is called 12 pairs of bounds have still not been completed then the full Blitz rules are applied as normal including the 2 minute limit for PIP based moves. If both players agree, the Early Blitz need not be played, but in that case, the end of game Blitz shall not be played either. Equally, if Early Blitz is played, then end of game Blitz shall be played if necessary.
N.B. It is unlikely that an umpire or nominee will be available to continually supervise Early Blitz and, therefore, this will be the responsibility of the players involved, including timing.
Further Rules
Player's notes
12 bounds of play should not be seen as a target number of bounds. It is a minimum expectation.
Players are requested to bear in mind that the Blitz period is not budgeted for in the competition schedule. As such, players are requested to get through the Blitz as quickly as possible.
The recording of the number of bounds played should highlight at an early stage whether a reasonable speed of play is being achieved. If this appears to be a problem and cannot be resolved between the players an umpire should be called.
The Blitz system is being trialled and may be subject to change. Any feedback on it is welcome.