Interested observors have requested a summary of Tourney results and the basis for the pairs/MP groupings. I am delighted by the interest and the opportunity to provide some information:
1. TOURNEY SUMMARY
(WINNER LISTED FIRST)
Round 1 (Duels - 4 pts)
ARITEA 4 CAPTVK
CARNIDE 4 CRUSTACIAN
CURUMBOR 4 DEITY
JEDI 4 KENTHUR
MARK E 4 FINBAR
MARKUS 4 EMPRESS
NAPPY 4 SMARTFART
WAR4EVER 4 ALEX'S HORSE
Round 2 (Duels - 4 pts)
ALEX'S HORSE 4 FINBAR
ARITEA 4 MARK E
CRUSTACIAN 4 KENTHUR
DEITY 4 CAPTVK
JEDI 4 WAR4EVER
MARKUS 4 CARNIDE
NAPPY 4 CURUMBOR
SMARTFART 4 EMPRESS
Round 3 (MP - 4/3/2/1 pts)
Current Total Pts (Rds 1 & 2)
GAME A
MARKUS 8
CRUSTACIAN 4
ARITEA 8
NAPPY 8
GAME B
MARK E 4
CURUMBOR 4
DEITY 4
FINBAR 0
GAME C
CARNIDE 4
SMARTFART 4
CAPTVK 0
EMPRESS 0
2. This has been set up as a Swiss System tourney. The key aspect of it is that those with the same or closest points play each other the following round. The Swiss System, used in most chess tourneys, keeps the most successful players competing against each other (the exception being that players should not play the same people more than once. This tends to arrive at a clear winner in the shortest number of rounds.
Rounds 1 & 2 were duels, 4 points to the winner and zero to the loser. Rounds 3 & 4 are MP games, with points of 4/3/2/1 for 1st/2nd/3rd/4th place, respectively.
Round 1 was set up alphabetically (with some late additions though), there being no scores to base pairings on. The possible scores after Round 1 were 4 or 0.
In Round 2, the winners in Round 1 all played other Round 1 winners (pairings made randomly). The possible scores after Round 2 were 8, 4, and 0.
In Round 3, I attempted to keep to the "same score" idea, but some scheduling problems and 2 withdrawals forced some changes. The 4 MP games were thus reduced to 3, and some adjustments were made to accomodate time zone difficulties.
For the Round 3 MP games (4 players each), I placed a "4" player in the "8" group, and mixed the "4" and "0" players into 2 games. The score groups are therefore as closely matched as possible, and the are no "8" and "0" players in the same game.
When Round 3 is completed, there will be a much greater range of possible scores (all scores from 0-12 are possible).
Round 4 will group players by score (to the extent possible by time zone difficulties). Since it is *very* important that the top-scoring players compete, time zome difficulties must be less of a concern.
Round 4 will determine the Tourney winner (unless there is a tie score).
In the case of a tie (for 1st place only), there will either be a duel or MP game (as appropriate).
1. TOURNEY SUMMARY
(WINNER LISTED FIRST)
Round 1 (Duels - 4 pts)
ARITEA 4 CAPTVK
CARNIDE 4 CRUSTACIAN
CURUMBOR 4 DEITY
JEDI 4 KENTHUR
MARK E 4 FINBAR
MARKUS 4 EMPRESS
NAPPY 4 SMARTFART
WAR4EVER 4 ALEX'S HORSE
Round 2 (Duels - 4 pts)
ALEX'S HORSE 4 FINBAR
ARITEA 4 MARK E
CRUSTACIAN 4 KENTHUR
DEITY 4 CAPTVK
JEDI 4 WAR4EVER
MARKUS 4 CARNIDE
NAPPY 4 CURUMBOR
SMARTFART 4 EMPRESS
Round 3 (MP - 4/3/2/1 pts)
Current Total Pts (Rds 1 & 2)
GAME A
MARKUS 8
CRUSTACIAN 4
ARITEA 8
NAPPY 8
GAME B
MARK E 4
CURUMBOR 4
DEITY 4
FINBAR 0
GAME C
CARNIDE 4
SMARTFART 4
CAPTVK 0
EMPRESS 0
2. This has been set up as a Swiss System tourney. The key aspect of it is that those with the same or closest points play each other the following round. The Swiss System, used in most chess tourneys, keeps the most successful players competing against each other (the exception being that players should not play the same people more than once. This tends to arrive at a clear winner in the shortest number of rounds.
Rounds 1 & 2 were duels, 4 points to the winner and zero to the loser. Rounds 3 & 4 are MP games, with points of 4/3/2/1 for 1st/2nd/3rd/4th place, respectively.
Round 1 was set up alphabetically (with some late additions though), there being no scores to base pairings on. The possible scores after Round 1 were 4 or 0.
In Round 2, the winners in Round 1 all played other Round 1 winners (pairings made randomly). The possible scores after Round 2 were 8, 4, and 0.
In Round 3, I attempted to keep to the "same score" idea, but some scheduling problems and 2 withdrawals forced some changes. The 4 MP games were thus reduced to 3, and some adjustments were made to accomodate time zone difficulties.
For the Round 3 MP games (4 players each), I placed a "4" player in the "8" group, and mixed the "4" and "0" players into 2 games. The score groups are therefore as closely matched as possible, and the are no "8" and "0" players in the same game.
When Round 3 is completed, there will be a much greater range of possible scores (all scores from 0-12 are possible).
Round 4 will group players by score (to the extent possible by time zone difficulties). Since it is *very* important that the top-scoring players compete, time zome difficulties must be less of a concern.
Round 4 will determine the Tourney winner (unless there is a tie score).
In the case of a tie (for 1st place only), there will either be a duel or MP game (as appropriate).
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