APPENDIX ONE: Summary of Rating Systems used at DipCon
DIPCON XXI RATING SYSTEM (1) [MN:Jun93] Scoring system used at DipCon XXI.
To qualify for the awards, players had to play two, or more, games. Any player
playing in three, or more, games had their worst result dropped. Games ended
in either a concession to a single player or as DIAS. The winner was
determined by highest average score of games counted.
(1) Points awarded for type of finish.
WIN 75 pts. 5-way Draw 20 pts.
2-way Draw 50 pts. 6-way Draw 15 pts.
3-way Draw 35 pts. 7-way Draw 10 pts.
4-way Draw 25 pts. Surv or Elim 0 pts.
(2) Add 1 point per center owned at the end of the game.
(3) Add points according to rank by centers within the game.
Eliminated players receive 0 pts.
1st 7 points 5th 3 points
2nd 6 points 6th 2 points
3rd 5 points 7th 1 point
4th 4 points
Ties split points (ie a two way tie for 2nd splits 11 points).
DIPCON XXVI RATING SYSTEM (1) [MN:Aug93] Don del Grande's rating system for
DipCon XXVI. Concession and draw votes could include modifications to the
final SC counts for the players in that game (rather than making them go
through the motions to get everyone a SC count that they agree to beforehand).
WIN: 125 points regardless of number of SCs (no SC points)
2-WAY DRAW: 45 + SC points
3-WAY DRAW: 30 + SC points
4-WAY DRAW: 22.5 + SC points
5-WAY DRAW: 18 + SC points
6-WAY DRAW: 15 + SC points
7-WAY DRAW: 12.8 + SC points
(if the 7-way draw was voted rather than forced, SC points only)
SC POINTS:
17 SCs - 23 points 16 SCs - 21 points 15 SCs - 19 points
14 SCs - 17 points 13 SCs - 15 points 12 SCs - 13 points
11 SCs - 11 points 10 SCs - 9 points 9 SCs - 7 points
8 SCs - 6 points 7 SCs - 5 points 6 SCs - 4 points
5 SCs - 3 points 4 SCs - 2 points 3 SCs - 1 point
0-2 SCs - no points
A player's tournament score is the sum of his/her top two game scores
TIEBREAKERS
- Playing in 2 or more games beats playing in 1 game
- High single game
- W/D score of two high-score games
- W/D score of single high score game
- Average opponent's total score
- Tournament GM's discretion
APPENDIX TWO: Solutions to THE TWISTER.
THE 1993 TWISTER. Solution appeared in _Dolchstoss_
182, Febuary 1994.
Suggested reasoning, in brief.
- Note distinct positions, so winner must have 7 at least, so Russia
won. All active in the subsequent winter means nobody finished with
3 centres, so 654210 centres for the others.
- Examine England's position. To satisfy conditisions EA(Lpl)-Edi and
convoyed next turn. This leads to England did not swap capitals, and
a little later to the fact that the capital swap must be between Germany
and Italy. They are 5th and 6th. This requires a convoy round
Spain for a G army, which helps to fix the moves of IF, FF and 1x EF.
- This determines that neither France nor England can be eliminated, nor can
they get to 6 centres, placing Turkey and Austria 2nd and last --- we
do not yet know which way round.
- Point (2) and the fact that 3 countries lost all their home centres
means Germany and Italy lose all their home centres. Consideration of
who took Naples leads to Austria being identified (I used the wine
information of he 2nd place taking a centre from the last place, but
I suspect that information is not necessary if you're thorough). So
Austria got to 6 centres, and Turkey finished with 0.
- The unwanted convoy can now be placed as RF(Swe) and EF(NTH)
combining against GF(SKA). The GF retreat will be to a supply centre, so
Germany finishes on 2, Italy on 1. Further England can get to 4 at best,
so that's it and France finishes on 5 --- both her armies must gain a
centre.
- Then construct a matrix of what centres had to be captured and what
was available to capture them, and it falls out.
- So the ANSWER then: Russia took 1 from Germany and 2 from Turkey.
Austria took 2 from Italy and 1 from Turkey. France took 1 from Germany.
Germany took 1 from Italy. Italy took 1 from Germany.
The whole A-Z, in pdf format, is HERE