The Written Word
vs. the Spoken Word

Part I

By Brian DeWitt



Umpiring miniatures games can present many difficult situations. I can recall two recent events that illustrate possible problems. The first occurred at Cold Wars where an umpire's ruling in the DBM tournament caused a player to withdraw from the tournament three rounds into the event. The rule in question was not particularly clear, as is the case with many of Phil Barker's rules. The umpire used the local interpretation of the rule, which the player claimed disagreed with what the rulebook stated.

The second event was more personal as I was one of the participants. Wally Simon was umpiring one of his home sets of rules, I think nurnber 2434 on the American Civil War, and had graciously handed out complete rule sets to all the players. The game started something like this.

    Wally, "uncontrolled units suffer normal terrain penalties."

    Brian, "Rule 5 under movement says uncontrolled units do not suffer any terrain penalties."

    Wally, "Oh, yah, uncontrolled units do not suffer terrain penalties."

It continued with,

    Wally, "Rolling high causes all units to be in control."

    Brian, "I think the rules say rolling low causes all units to be in control."

    Wally, "What rules are you looking at?"

Building up to,

    Brian, "Wally, you forgot to give me the bonus point for point blank fire."

    Opposing General Bob Hurst, "We never got to point blank fire on this side!"

    Wally, "OK. Don't count the point blank fire!"

    Brian, "We've been point blank firing all day and rule number 3 under fire clearly indicates a bonus for point blank fire!"

    Wally, "Cut that out! Give me those rules!"

At this point the rules were forcibly removed from my hands and crumpled up. I know there are those critics out there that might enjoy the symbolic nature of Wally crumbling up his own rule set, but I have many sets of rules that have been inspired by concepts introduced to me by Wally. I obviously had misinterpreted the intent of the rules.

A new truth in Wallygaming was starting to become clear, maybe, just maybe, the rules were to be played and not read! No, I decided, rules are to be read and played. Something had gone awry in the umpiring of this game.

In my youth, I spent a number of summers umpiring baseball games and I recall getting written umpiring guidelines as well as attending training programs. This kind of help does not seem to exist for the miniatures umpire. These recent events have brought to my attention the lack of umpiring guidelines and motivated me to develop guidelines for umpiring miniatures events and wargames.

I originally hoped to generate a universal set of guidelines. As this effort progressed, however, it soon became clear to me that some differentiation should be made between umpiring tournaments using wellestablished published rules and umpiring a demonstration or open game with home rules or rules unfamiliar to the players. Consequently, two sets of guidelines are given and it will be up to the umpire to select which category of event is being umpired. The more stringent tournament guidelines will be covered first, followed by the looser open event guidelines.

Guidelines for Rules Issues in Miniature Tournaments

Fundamental Theorem:

Game should be played according to the written rules unless otherwise stated before the event begins. Written copies of the rules or rules changes should be made available to the players. Rules clarifications or unusual interpretations should be announced before a game begins.

Tournaments should be run with a minimum number of rules changes from the published rules. A few rules changes can be easily remembered but only those absolutely necessary should be used, If rule changes and clarifications cannot fit on a single piece of paper, a different set of rules should be considered. Limiting the rules changes allows players to prepare and practice with the rules.

I participated in a WRG 7th edition (before Revision 2) Medieval tournament where two hours were spent covering the approximately 40 rules changes and clarifications being used in the tournament. This quickly became overwhelming and it completely cancelled out the usefulness of the practice games I bad played using the published rules. Recently, I purchased a set of the latest published DBM rules, hoping to participate in a tournament only to find out that the tournament will be using a future version of the rules, not yet released.

Once a tournament is underway the umpire is commonly called on to adjudicate rules issues. The umpire's first step should be for the umpire to categorize the type of rule problem into one of the three categories listed below. Appropriate umpire actions are indicated for each category of problem.

Problem of the First Kind: A Mistake by the Umpire

A rule is found or remembered that the umpire made a mistake on in an earlier ruling. The written rule should take precedence over an earlier mistake by the umpire.

Make Corrections:

If the mistake only happened in the current player-turn and it will take less than one minute to make corrections, then make corrections and enforce the rule immediately. Otherwise, wait until the beginning of the next turn to enforce the rule.

Everyone occasionally makes mistakes though some serious minded tournament players may never forgive an umpire who makes a mistake that they believe cost them a chance to win a tournament. To help insure against a problem of the first kind, the umpire should be intimately familiar with the rules and should have recently read them. A careful reading the evening or day before an event helps keep the rules fresh in one's memory.

Problem of the Second Kind: A Mistake in the Rules

The fundamental theorem says the game should be played according to the rules so, ideally the rules are always correct. Written rules, however, often have many holes and sometimes have contradictions, Also, poorly written rules commonly have more than one interpretation. It is solely up to the umpire to interpret the rules.

A general rule of thumb (who always puts the thumb's in charge?) is to go with past interpretations (by local club or personal) unless a clear contradiction in the written rules is found. Any rules clarifications or interpretations should be enforced immediately and should be announced to all players.

Problem of the Third Kind: Mistakes by the Players

Mistakes by the players are the most common problem, but usually the least trouble. When playing published rules, the correct rule should be enforced immediately. The general rule is that it is tough luck for the player who lost out. However, a major exception applies to cases where the illegal action was hidden from the opposing player at the time it was made. As soon as the hidden illegal action is discovered by either player, it should be brought to the immediate attention of the umpire. The umpire then needs to suggest corrections to rectify any advantage gained by the bidden illegal action. In cases where no fair corrective action is possible, the player making the hidden illegal action should forfeit the event.

For example, some of the WRG ancient rules allow for players to secretly designate forces to flank march at the start of the battle. If a player makes an illegal destination at the start of the battle, it may not be noticed until well into the battle, until after the flank marchers have arrived on the table. As soon as the mistake is discovered, the umpire should try to correct the situation.

Resolving Rules Issues in Miniatures Open Events

The Fundamental Theorem listed under tournaments still applies; however, more flexible guidelines for both rules and player mistakes are given for open events. Mistakes by the umpire should be handled in the same manor as in tournaments.

Problem of the First Kind: A Mistake by the Umpire

A rule is found or remembered that the Umpire made a mistake on an earlier ruling. The written rule should take precedence over an earlier mistake by the umpire. Making Corrections: If the mistake only happened in the current player-turn & it will take less than one minute to make corrections, then; make corrections & enforce the rule immediately. Otherwise, wait until the beginning of the next turn to enforce the rule.

Problem of the Second Find: A Mistake in the Rules

The fundamental theorem says the game should be played according to the rules so, ideally the rules are always correct. Writing clear precise rules that cover every situation however is a daunting task. The most common problem with home rules is the inevitability of holes or gaps in the rules. Even published rules often have many holes and sometimes have contradictions. A common problem with published rules is poorly written rules that have more than one interpretation. It is the umpire's responsibility to interpret the rules or make up a rule to cover a hole in the written rules. Once again, any rules clarifications, interpretations, or additions should be enforced immediately, and should be announced to all players.

Every so often a general rule or specific scenario rule causes a complete imbalance in the event. The umpire should make an effort to correct the situation as soon as it is discovered. There are two acceptable means for changing the rules in the middle of the event.

The first method uses a democratic vote where the umpire states the situation and the proposed rule change. A majority of the players on each side needs to be in favor of the rule change for it to be implemented. Common procedure is for the rule to be implemented at the beginning of the next turn.

The second method involves the umpire working the rule change into the scenario as a change in battle conditions or as an unexpected event. This requires some craftiness on the part of the umpire to implement the rule change and make it seem a planned part of the event. This is best illustrated by example.

I participated in an Egyptian vs. Phoenician naval battle at a convention a few years ago captaining the Egyptian flagship. The Phoenician fleet had superior rowers & marines, while the Egyptian fleet contained more archers & some larger ships. The umpire & rules author informed us that all archers could shoot at opposing marines or they could shoot flaming arrows which were ineffective because the crews could put fires out quickly (one six-sided die roll worth each turn).

After the first few ships trying to out ram and out melee the Phoenicians were lost, the Egyptian flagship along with a large sister ship adapted a flaming arrow strategy. By concentrating two or three ships' flaming arrow fire on a single target, there would be more fires than the crew could put out (usually about 10) & the ship would go to the bottom usually in one or two turns (each unsquelched fire causing 1 hull damage per turn).

After, the first flaming arrow volley sent a fresh Phoenician ship to the bottom in one turn the entire Egyptian fleet erupted with flaming arrows. The Phoenician fleet was quickly decimated. The umpire & the remaining Phoenicians were greatly dismayed at the quick demise of the Phoenicians.

After the event, the umpire announced that in future events flaming arrows would be limited to catapults only. He said that the devastating flaming arrow had never happened before in the many battles his club had run with the rules.

The umpire could have easily worked a rules change into the scenario when he first noticed the flaming arrow problem by announcing one turn that heavy cloud cover had rolled in and the next turn announcing that it was raining. The rain would naturally reduce the flaming arrows affect and a new rule could have been implemented.

Reasonable rules changes caused by weather changes are usually acceptable to the players. Military History is filled with unexpected events occurring in the middle of battles. An umpire knowledgeable in Military History should be able to pull out an example to cover the event in hand.

Problem of the Third Kind: Mistakes by the Players

Once again mistakes by the players are the most common rules problem but are usually the easiest to deal with. While in tournaments it is tough luck for the player who lost out, in open events the umpire has some latitude to correct the problem. Particularly when playing home rules or teaching a game, the umpire can feel free to make corrections in the game if a player's mistake significantly improved his position in the game.

Corrections where elements are magically moved around or you move backwards in time should be avoided unless the mistake only happened in the current player turn & it will take less than one minute to make the corrections. Corrections are best made at the current time & positions of the game. For example, it could consist of leaders or elements unexpectedly being incapacitated or lost for a period of time due to some accident. In other words, a correction that can be worked into the scenario as an unexpected event (similar to the rules change example above) is preferable to trying to go backward in time to make a correction. In all cases, the correct rule should be enforced immediately.

Guidelines for Player Interaction

Guiding Principle:

Wargaming; is an enjoyable hobby and every effort should be made to make it enjoyable for all the participants.

1. The umpire needs to control the event & keep it moving forward. The umpire should be ready for the event to begin at the designated start time. A grace period, of not more than 5 minutes, is commonly allowed for tardy players before starting without them.

2. All distance measurements for movement should be marked with at least one stand or counter before the tape or ruler is removed from the playing surface.

3. Players should feel free to request a ruling from the umpire on difficult situations. However, once the umpire has made a ruling on an issue, the player should accept the ruling & move on with the game.

Guidelines for Resolving Disputes

The umpire should allow each side to quickly state their position before adjudicating the dispute. The umpire should also allow the players one quick counter argument or appeal if you rule against them. No more than one round of appeals should be entertained until the event is completed. The umpire should indicate that a ruling has been made for the current event & further discussion regarding the issue be tabled until after the event is completed. A more detailed discussion of the issue & the pertaining rules can be conducted at the conclusion of the event. This allows the event to move forward.

Occasionally, a situation arises where a clear decision is not obvious to the umpire. In these instances the procedure of resolving the dispute through a die roll with each player having a 50% chance of winning.

The Written Word vs. the Spoken Word: Part II


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