Win: 270 points
each player receives 4 points per center held at the end of the game.
Places are determined
by the number of supply centers at the end of the game. Ties split the points for the tied places involved. Eliminations
are scored by order of elimination, with the first eliminated being 7th place.
in a draw split the total points for the places involved in that size of a draw. For example, a 2-way draw is worth 170 points
each, plus the supply center points. Other common draw values are 130 for a 3-way and 106 for a 4-way.
Note that a 2-way draw is worth 10 "centers" more than a 3-way, and a 3-way is worth 6 "centers"
more than a 4-way. Take that into account as you determine your position on draw votes during the game.
Draws are voted by secret ballot. You need David Hood or his representative to conduct any such votes. Draws
need NOT include all survivors, but the vote for draws or concessions must be unanimous. No draw or concession can be proposed
until after the Fall 1905 adjudication. A game cannot be conceded to a player who does not have at least 12 centers AND has
centers greater than or equal to the number of any other current power on the board.
are no overall time limits on the Friday and Saturday rounds. There is a limit of 15 minutes per negotiation phase, 5 minutes
per order -writing phase unless different limits are imposed by unanimous vote during the game. The Sunday round ends at
a time between 6 and 8 hours after the game begins. During the Sunday round, draw/concession votes will be conducted quickly
while the time continues to run in any given phase. Should the GM believe that proposals are being made solely for delay
purposes such proposals may be summarily dismissed. A player can publicly veto any proposal,in order to speed up play.
LET'S TALK SCORING
SYSTEMS - DIXIECON IS UNIQUE
Well actually, Dixiecon used to be just one of many tournaments in North America that used what is called "draw-based"
scoring. Why do we still do this, when other tournaments have either moved to "topping the board" type systems,
or the European systems that end games after particular game years? At Dixiecon we have always believed that Diplomacy
is about control of the stalemate line, not possession of a certain number of centers at an arbitrary time. A Diplomacy
board is under control when a player or group of players have the ability to force through the stalemate line from one direction
or the other - or at least can convince the other players such a situation exists. So, for those not used to a draw-based
system, the point is to establish such dominance of board position that the members of the draw have controlled the board.
Of course, all the other surviving players must also vote to end a game in any particular draw. The game only ends with
a win, a concession, a draw, or a demonstrated stalemate where no centers change hands for 4 game turns.
Many other games are played at Dixiecon throughout the weekend. In the
early years, separate tournaments in such games at 1830 and Titan were mainstays of the event. Now that the gaming world
has so heavily diversified in game choices, the non-Dip gaming at Dixiecon is judged by wins in multiples games of multiple
types. Games are divided by type into Schedule A,B,C, or D games, with wins in the longer, more difficult games counting
for more than those of the lighter, frothier variety. Michael Lowrey is the GM for this event. You are have to play in at
least four different games to qualify, then you get points for the number of players you defeat, extra points for winning
the game, and your score is then modified based on the difficulty of the game as reflected in its Schedule A,B,C or D status.
Here are a few games of each type so you can get the idea: A:Atlantic Storm, Carcassone, TransAmerica;
B: Settlers, St Petersburg, Medici, Princes of Florence; C: 1830, Titan, Britannia, Age of Mythology; D: 1856, Age of Renaissance,Advanced