How to Run a Tournament
by Norman McMullen

 

My original title for this document was “Memories of a Worlds Duelmaster”, named after my experiences both as DM and player. Believe me, I’ve seen some whoppers come down the pike, and I have to admit I’ve won and lost several duels and races. But that’s not the reason why I’m writing this article. I’m here to share my knowledge to those of you who sorely need it. You can take it or leave it - that’s your choice.

Planning The Tournament

This is the stage where most people blow it. The Duelmaster must be prepared for their tournament. This means knowing exactly what they need to do it. What arenas or racetracks to bring? What pregenerated cars are needed? How many people do you expect to show for your tournament? All this must be in your plan and always have a backup to it.
    I’ve seen enough poorly-planned Worlds to know the pitfalls. One Dueling Worlds saw the Duelmaster forgot to bring an arena. He had to go with a poorly-made Arch Arena and start late. A Racing Worlds saw a hastily-designed track drawn up right before the final round. Or a preliminary round where the cars were announced by the Duelmaster from the Compendium. These fall into the category of “Don’t Do This”. Remember, have all your supplies (arenas, racetracks, cars, etc.) ready at least a month before the tournament - don’t ever rush things. That’s how novice errors creep in. Sit down, think about what you really need to make your tournament a success.
    Then there’s Duelmasters who want to overplan their tournament. Forming a committee to argue out the tournament rules. Remember the only one person is responsible for the tournament and that is the Duelmaster.
    I’m the first one to tell you that Car Wars is not perfect and needs to be fixed. But you can’t revise the whole game before one tournament six months from now. That’s the best left to a Q&A Forum. And people for years have been finding loopholes and other garbage in the rules, then using them for their own benefit. This will continue until the rules are revised.
    Planning the tournament should be short and sweet. Where, When, What divisions and How many are advancing to the Final round. The fine details can be taken care of after you get that information out.
 

Location

Where is your tournament being held? Is it at a convention or a local hobby store? How many people to you expect to attend?
    I know some tournaments that were held at houses or hobby stores in which only the hosting chapter attended. In turn this doesn’t look good when it was a regional being held. Or a convention tournament where there were more players than the Duelmaster had planned for.
    Local tournaments will not be as big as regional ones. Regional tournaments will not be as big as National and World tournaments. World tournaments will be as big as how accessible the location and how popular the game is at the time.
    A big factor in attendance is how soon information for it is available to the public. Is the location available six months, three months, or a week before the scheduled time. How much time do the players have to plan for it and to get there? We were told of a Regional that was some 900 miles away a week ahead of time. Another Regional event was different from its published description in ADQ. It didn’t make us real happy, even though we still surprised the Duelmaster.
    So don’t spend too much time planning your great tournament or creating a committee to debate how to run it. Otherwise there will be players wondering whether or not the tournament is worth attending. Remember your players always - without them you have no tournament. If you’ve never ran tournaments before, look up someone who has successfully done one or look up old ADQ articles on running tournaments. Don’t go it alone when you don’t have to.
 

Length

How long is your tournament going to last? One, two, three or four days? Again, how many players are you expecting to attend?
    Generally, the shorter the tournament, the less rounds are needed. Don’t plan a three-round tournament for one day. Both you and your players will be at each others’ throats before it’s over. It’s just too much and too long for a one-day event.

Round Guidelines
# of Players # of Rounds
6-10 1
10-50 2
50+ 3

Plan on cutthroat eliminations. The competition really sparks if they know only a few will advance. I’ve breezed through some Worlds because over half the field advanced. If the number of players allowed to advance into the next round were fewer then the arenas would’ve been more intense and interesting.
    Sometimes having a second preliminary round can be hard to manage due to a lack of competition. The Duelmaster is really not doing the players a favor if there isn’t enough competitors to make the second round worthwhile.
    The Duelmaster must know how many players he can effectively control at any one time. Having too many players in a round can slow play down to a snail’s pace. I know some people like having 14+ players in an arena, but how much is actually accomplished by doing that? Generally its best to have ten or less players at any one time. I remember a few Worlds with 14-16 players in the final rounds, lasting 5 hours with 12 turns completed.
    It all comes down to how many are attending your tournament. The sooner that’s answered the better off you’ll be.
    Plan for equal time slots if at all possible. In other words, all the games slots are either 4 or 6 hours longs. Don’t vary the game time, it goofs up you and your players. If you can schedule your event the same time each day, it’s easier on everyone involved. You don’t have to look at a schedule everyday to see when it’s going to be.
    The killer times is having a preliminary until midnight, then having the finals at 8 a.m. the next morning. Leave yourself time to check over the designs. Doing them in the middle of the night is not good for anyone.
 

RULES

What rules is the tournament going to be played under? Compendium I or II, Uncle Albert's Catalog from Hell, Pocketbox , Deluxe, or a modification of one of these? What division and other specifications are going to be posted?
    The rules of the tournament help determine your turnout. Players are drawn to rules that suit them. AADA Worlds always play with the latest set of rules (Compendium II/Uncle Albert's Catalog from Hell). Each version of rules has it's own flaws and quirks, so plan accordingly.
    As for divisions, you have a the field from Division 5 to 30, 40, 60, 80, 100 and unlimited.
    Most tournaments are done in Division 60 or under. Above that you have more accessories than car. I've never seen a tournament held above Division 60, and I hope I never do. It wouldn't be so much a duel as a bloodbath with all the firepower available. NOVA had a Division 60 club championship which was won by the player who fired last. The ones who fired first nearly ventilated each other in two turns, exchanging 6 and 8 dice volleys. The winner simply polished off the crippled survivor of that battle. That was with three players. With eight it would've been more grisly.
    Don't assume your players know the rules. You may have rookies or ruleslawyers in the bunch an you'll never know until it's too late. Remember to state your vehicle restrictions, because some players can sneak in some surprises. I once took in a grasshopper in an arena because the Duelmaster said 'no helicopters'. He said nothing about grasshoppers. Another time a player brought a microplane in a Division 5 arena. It may not have lasted long or got airborne, but it is possible. Another strange sight in arenas is buses. In divisions 30 and over, you can bring in a bus. I’ve seen it done, in the 2047 Dueling Worlds one player would’ve brought in a Mini-Bus until I put my foot down. Another ‘don’t let this happen to you’.
    What other things are you going to limit? Dueling and Racing tournaments have their own limitations.
 
 

Dueling Restrictions

Things like Division I've already covered. But power plant/engine restrictions come from the arena. In some arenas gas engines aren't allowed (i.e. Hammer Downs). Sometimes the arena restrictions have been ignored. In a few Dueling Worlds held in Hammer Downs gas engines were used.
    Be careful with your description of the event. One Regional Duelmaster once said 'Division 15 Race'. So me and a fellow player designed race vehicles for the event. It was more of a dueltrack event, but we rocketed away from most of the pack with a 30 mph acceleration. By the time we engaged the others our speed was over 200 mph. It ended in tragedy for us, but it was a riot to do. Especially taking a hairpin turn at 210 mph with the new one maneuver per phase rule. The Duelmaster stopped the game to watch us make the turn; he couldn't believe that we did it.
 
 

Racing Restrictions

Racing tournaments are usually strict on which car bodies are allowed. Very few tournaments have more than one body style. A Racing Worlds years ago had both Can-Am & Indy Car bodies in use. Most racers used Indy Cars.
    It's not uncommon to have one car body in the Preliminaries and another in the final round. Such as having Sprints for the preliminary and Indy Cars in the final round. Further restrictions depend on what kind of race you're running. It can either be a dueltrack or a pure racing event.
    Dueltrack races have very little restrictions, usually only on the body type and division. After that anything goes, and usually does. The worst examples of dueltrack cars are the Gunboat and the Shuttle. The Gunboat is overarmed and slow for most races, but it can blow away most of the racers if the Duelmaster allows such a vehicle to be used. The Shuttle is a speed demon built with the largest engine possible. It inevitably includes rocket boosters and nitrous oxide. A Shuttle can go from 0 to 60 in a single turn. In one Worlds final round a racer brought in a car that went from 0 to 75 on the first turn.
    In another Racing Worlds one player brought in a Gunboat since the Duelmaster set combat after five turns. After the other racers sped on the Gunboat pilot took position in the center of the starting straightaway, where he stopped and attempted to shoot the players (who where by this time going over 200 mph). The Gunboat and its deluded pilot was taken out by one of the front running Shuttle drivers. At over 300 mph the Shuttle and the Gunboat were utterly destroyed.
    Dueltrack events tend to be short-lived affairs, lasting at most a single lap. Some Duelmasters also love to run staggered opposing starting positions. This spells trouble for racers, as T-bones and other maneuvering mayhem abound in such circumstances.
    Race events, on the other hand, have a lot of restrictions compared to Dueltrack events. Restrictions such as weapons spaces, dice of damage, and speed boosters are the most common. These restrictions help make the players design decent race cars.
    Weapons space availability limit the number and types of weapons a racing can mount in their car. This greatly cuts down the Gunboats on the track. The weapon limit also applies to external weapon mounts, which may or may not be allowed. The amount of damaged caused by a weapon can also be limited, such as no HD ammo, pulse lasers, or incendiaries. This can also stop players from loading up on heavy rockets and especially gauss guns. Thankfully, 3D6 weapons tend to be heavy, a real detriment for making fast cars.
 
 
Division Weapon Spaces
5-20 0 or 1
25-60 2
65-80 3
85-100 4
100+ 5

    This table is the usual pattern of weapon space restrictions. Any race above Division 60 is rare. Also, your entering a zone of heavy weapon capabilities, though damage restrictions can offset this.
    Speed boost restrictions are put in place to stop the Shuttle launch starts. Not everyone like the zero to 60 mph starts. By not having rocket boosters, nitrous oxide, and supercharger capacitors, you can have a rolling start of 50 to 100 mph for the whole pack.
    EWPs and turrets are dropped from race events to limit speed loss and arcs of fire. Additionally, the idea of a car taking a banked turn at 200 mph and firing a turreted weapon is crazy to say the least.
    EWPs have two purposes in racing: mounting weapons or rocket boosters. With limited weapons space and no speed boosters, the use of EWPs is simply not needed. Ejected EWPs are racing hazards, becoming impromptu obstacles which can cause crashes very quickly. In one Worlds a player hit a dropped EWP at 160 mph. He vaulted some 16 inches down the track. He became a debris field at the end of his unscheduled flight, leaving the survivors to pick their way through the debris at high speeds.
    No dropped weapons is common rule in all racing events. If you allow it, remember this: what comes around goes around. Some weapons are short-lived, like paint sprays, or other last as long as dirt, such as smoke and ordinary spikes. Just limiting dropped solid and liquids doesn't stop the ruleslawyers from bringing in flame clouds and cloud bombs. Only the total ban of dropped weapons will take care of those problems.
    There are a few weapons that by there very nature should be banned from Racing events. These are: flamethrowers, oil/paint guns, spike guns, grenade launchers, and mineflingers. Flamethrowers are technically an aimed weapon, but it leaves a smoke cloud after each shot. The others are better understood as aimed dropped weapons. Since they fire ammunition that affect driving and maneuverability, they fall under the no dropped weapons rule.
    I know some ruleslawyers will try to say since the have a 'to-hit' these weapons can be considered direct-fire. Technically true, but they nevertheless they deploy dropped weapon loads. Hence the ban from racing events.
    Dueltrack races may not be as restrictive on dropped weapons. Dropped liquids and solids will still be banned, but everything else will be okay. Flameclouds and cloud bombs will still be disallowed.
    In racing, the start of combat is a questionable topic. Some duelmasters say after five turns, others after one lap is completed. Of the two, I believe the one lap rule is best. It allows the races to spread out and forces them to think long term. The five second rule is good for less than one lap Dueltrack events.
 

Scoring

This is sore spot for many players and duelmasters. Scoring can be subjective for various reasons. Ultimately, all scoring comes down to the Duelmaster's final decision, not to a committee of players. The players can state their position to the best of their ability and see if they can change the Duelmaster's mind. Maturity must be observed in any game, and any player not acting mature can be asked to leave the game.
    Scoring can be done in two different ways. Either by survivor or by points. Each has it's own benefits.
    The survivor system is based on the principle that the last person left alive wins. In racing it would be the one who went the furthest. It's quick, easy, and unforgiving at best. And it has shortcomings. It can allow a person to win with just one kill over a person that had a few kills but was killed himself. In racing it's a bit more fair, for it is the number of laps completed that really counts.
    Lapping and passing someone are two different things. To lap someone means you're one lap ahead of them. For them to win, they would have to lap you twice - once to catch up and pass you, the second to put a true lap's worth of distance between you and him. The term lapping is used when you lap someone.
    Passing means to pass someone, it may be for position or lapping. Players on the same lap may pass each other if they're able. But players passing each other on different laps are lapping each other. It can be confusing at times.
    One Worlds several years ago allowed points for passing. Two racers in the middle of the pack spent a lap passing each other one way or another. Not very sporting or fair. The eventual winner was one of the passers. It came down to whether or not he passed a wreck on the last turn. After a considerable amount of arguing with the duelmaster the racer was declared the winner. Not a way to finish a World Championship.
    The point system is the most widely used and abused scoring system. Everyone and their grandmother have their own variation on it. The AADA has no standard scoring system, as it varies from year to year.
    To begin with there are two classes of points - kills and give-me.
 

Kills

Kills are pretty straight forward, you would think. But players have very interesting ways of being killed or unkilled. A recent Worlds saw a player lose all his tires, then activate his active suspension and drive off on his rims after being declared a mobility kill.
    There are two types of kills: mobility and firepower. A vehicle is considered fully killed when it has a mobility and firepower kill scored against it.
    Mobility kill: a mobility kill is when a car can no longer move under its own power due to combat or maneuvers. The loss of a power plant or engine is one example. Another is the loss of two or more tires, causing the car to become immobilized.
    Firepower kill: a firepower kill occurs when a car's weapon systems are no longer in operating condition due to damage from combat and maneuvers. Weapons destroyed in a vehicle-to-vehicle collision (rams, for example) can be counted towards a firepower kill.
    No matter how much the kills are defined, there's always Murphy's Law to contend with. Players can present some interesting situations for kills, such as previously mentioned Worlds mobility kill.
 

Give-Me

Give-Me points are points earned without much effort. While kills are earned through effort and maneuvering, give-me points come from such things as targets, checkpoints, rings, and jumps.
    Targets: a target is a small target area usually placed on walls and corners of an arena. The usual targeting penalty is -3 (or a base to-hit value of 8) and are scored once per player. It's rare for players to mine the area around targets, since a player could easily shoot a target from a fair distance away. While easy, a target requires you to fire a damage-capable direct-fire weapon at it, thus making you use a round that otherwise would be fired at an opponent.
    Checkpoints: checkpoints are the most common of the give-me points, used in the worlds for years. They're ½" squares that are scored only once per player per checkpoint. Mining checkpoints is a common tactic. Creation of no-fire zones around checkpoints is begging strong enforcement. The best way around this that violators be immediately disqualified and leave the arena by the quickest route possible. Otherwise, don't hogtie the Duelmaster with the no-fire zones.
    Rings: rings are attached on breakaway chains, which in turn are connected to cables suspended between obstacles. A car equipped with a lightweight lance can attempt to snag a ring by driving underneath the support cable. A ring can be caught at -6 penalty (or a base to-hit of 9). Computer and point-blank points can't be used.
    Going after a ring places the player in a vulnerable position; since catching a ring is a firing action, he has to make the choice of either getting a ring or defend himself if attacked. Most players won't mine the area around the rings since that would deny them access to the rings also.
    Jumps: another favorite of the Worlds, and heavily abused. Points are scored for every jump successfully completed. A successful jump is defined by having a good take-off and landing.
    The unfortunate dark side of jumping is the mining of ramps and using airborne cars as skeets. Over the years jumping has become hazardous for everyone. The infamous remote-detonated mines and the Texas Synchronized Mid-Air Crashing Team are the most memorable of these hazards.
    The tactical value of using jumps, however, should not be dismissed. Likewise, spectacular kills can be made frequently by using jumps.
    Multipliers: these are points are scored after another give-me points are scored; such as completing a jump. Afterwards all points are multiplied by a certain factor; like being doubled or tripled or one and half times their original value. Sometimes points are multiplied after completing a round. Such as; all points are doubled in the second round.
    The Multipliers sound like something out of an arcade game. If you wish use multipliers, then use them in special events (one time arenas), not in a tournament. There are whole arenas designed around scoring points, such as one designed like pinball machines. In these arenas you can score points to your heart’s content.
    A dark side of multipliers is that some duelmasters allow rescoring of points. Such as; scoring a checkpoint again. Meaning a player can score all the checkpoints, targets, and jumps again. And you can rescore the multiplier to up the scoring factor(double to quadrupt). This encourages the checkpoint charlies to score more points, instead of going into combat.
    Give-me points are not my favorite points as they too easily abused and lead to non-combative 'rolling for checkpoints' style of play. I've come to the conclusion that they should be left out of duels and tournaments. Give-me points do not promote combat and can be a source of contention when determining a winner for a duel.
    Dueling tournaments should stick to scoring kills only, no give-me points. Old fashion, perhaps, but the game is called Car Wars, and the spirit of Car Wars is the blood-'n'-guts style of dueling.
 
 

Optional Points

These points are not always used. Their use depends on the Duelmaster. They include surrendering, leaving the arena, and last survivor.
    Surrendering. This is an honorable way to exit a duel without dying. When your armor has been breached and the next shot will kill you surrender is the preferred option. Firing on a surrendered car is reprehensible and must be dealt with severely.
    The surrendered car must go out of the nearest gate. Surrendering is worth as much, point-wise, as a complete kill. Leaving the Arena. When you don’t feel like surrendering, thus denying your opponents the kill points, you can simply leave the arena. However, such an action does come at a cost. Leaving the arena, other than in the case of surrender, will cost the leaving player the same number of points as a complete kill.
    Last Survivor. These are points given to the last surviving duellist and breaks any ties that exist at the end of the duel. Last survivor points are worth as much as a complete kill.
 
 

Point System

    One Point Base

Firepower kill: 1
Mobility kill: 1
Becoming a firepower kill: -1
Becoming a mobility kill: -1
Checkpoint: 1
Target: 1
Jump: 1
Survivor bonus: 1

Everything is even, but can easily break down due to point-grabbing.

    Two Point Base

Firepower kill: 2
Mobility kill: 2
Becoming a firepower kill: -2
Becoming a mobility kill: -2
Checkpoint: 1
Target: 1
Jump: 2
Survivor bonus: 2

An improvement, and point-grabbing is made less attractive. Let's make it even more so.

    Five Point Base

Firepower kill: 5
Mobility kill: 5
Becoming a firepower kill: -5
Becoming a mobility kill: -5
Checkpoint: 1
Target: 1
Jump: 1
Survivor bonus: 5
 

The Duelmaster

The Duelmaster must be experienced and have endurance for what he does. Knowledge of the game is essential, but he must be able to stand his ground with abusive players. There are players who want to badger or trick the Duelmaster for their gains. A good Duelmaster can't be badgered or tricked.
    The Duelmaster's word is final, no matter what. He can not and will not be ruled by a committee, because in the end only he can decide the question. The bullying of duelmasters should not be tolerated; any player doing so should be thrown out of the game.
    Don't misunderstand me; the duelmaster must be open to new points of view and always be improving himself. To stop growing is to go backwards. Everyone must always keep learning and improve themselves.
 

Rule Questions, or Car Wars Reality 101: Common Misconceptions of Car Wars Rules

Mid-Turn Acceleration: this is a myth. Each Car Wars turn is one second long; to accelerate twice is that time is impossible. All acceleration and deceleration takes place at the beginning of the turn. This includes any bonuses.
    Consecutive Fire Bonus: Everyone wants this bonus and it's abused quite heavily. The firing vehicle must have line-of-sight to the target side during all the firing turns. Lost of line-of-sight during a single turn means loss of all consecutive fire bonuses. The bonus is only accumulated on one side of a vehicle at a time. A vehicle can present a different profile by offering a different side to the target. If all sides of a vehicle were flat and the same size, then consecutive fire bonuses would apply on all sides, but they aren't, so it's one side at a time.
    Active Suspension: helps a car hold the road better and compensates for some tire loss. Active suspension works only on cars with two or more tires. A car without tires is running on its rims, and active suspension can't work with just rims. A car on rims can't get enough traction to move, assuming it has enough clearance from the ground anyway. Nice idea, though.
    Ice and Oil: some players like using ice and oil, usually putting them together in the same spot. On the face of it, an ice/oil combo will cause a D6 hazard. Sorry to shatter your illusions, but ice and oil don't mix. What you really get is an oily slush that's only a D2 hazard.
    Seeding: any seeding done depends on the prevailing rules in the Worlds. It may or may not be done each year. It use to be that club and regional champions were seeded in the second round of the Worlds. However, for the last several years the Worlds had seen low turnouts. The usual three rounds have been reduced to two. If there were any attending club and regional champs they were seeded either in the first or second rounds.
    I've seen former World Champions who where seeded that really didn't deserve the honor. In the previous years they had won in deplorable fashion with poor manners. To top it off, these former champs didn't bother to show up until the last moment for the final round, usually cobbling a design together with reckless disregard for design procedures. If a champion shows such disdain for his title, then he shouldn't be seeded in the first place.
    Seeding in general doesn't promote growth in the champions of the game. Instead, their title gives them a free ride. Champs have to go back into the mix and prove themselves worthy of their title. At present there isn't a automobile competition in the world in which the yearly winner doesn't have to deal with the whole season of competition to compete in the final round only. Why should Car Wars promote free rides to the final round? A player who plays only one game a year doesn’t have the edge that a player who plays each week does. To win the game you must be in the game. In my opinion seeding should be dropped from the Worlds for the foreseeable future.
    Grenades: A grenade will land on its chosen target on a 12 on a roll of 2D6 only. Any other result has to be randomly determined. This applies to thrown and launched grenades.
    Teamwork: teamwork is strictly forbidden in all tournaments. Shielding one car from another, two players attacking the same car to the exclusion of all else, and passing up opportunities to fire on a friends car are examples of teamwork.
    The worse case of teamwork is the infamous Texas Synchronized Mid-Air Crashing Team. This happened in Hammer Downs, where four duelists, in coordinated maneuvering, used the jumps to collide in mid-air. Needless to say all four vehicles were destroyed.
    Another form of teamwork is players using identical designs in a tournament. Two identical vehicles is a crime, three is a conspiracy, and four is unthinkable. When this happens the Duelmaster can demand another design from the second, third, and subsequent players. There has been a few times when this happened in the Worlds.
    Vehicle Range: this is a ruleslawyer's wet dream. The intention is for balancing the "unfair" gas engines used by cars. The car's actual range is not a problem within the average arena. Only a minuscule amount of distance will be covered in an arena combat setting.
    A Car Wars mile is 360 inches in game scale. Vehicle Range has been enforced on and off throughout the years. It's worthless, considering the comparative power factors between electric power plants and gas engines.
 
 
Engine Size Weight Spaces Cost Power Factors
Super Power Plant 1,100 6 $3,000 2,600
200 ci Gas Engine w/5 gallon dueling gas tank 560  4 $5,825 2,500

    The gas engine weighs less, costs more, and has fewer power factors. To top it off, thanks to the formula to determine the speed of a gas engine vehicle, a vehicle so equipped has a top speed that's 1/3 less than a car with an electrical power plant. Gas engines have a higher chance to catch fire and explode and are easily damaged in combat. Finally, any modification to boost a gas-equipped car's top speed will cost much more than an electric car. So you see, all these disadvantages more than cancel out the supposed unfairness of the gas engine. The vehicle range rule was not well thought out and should be dropped from tournaments entirely.
    Start and stop times: the tournament must start on time and end the same way. If a game starts late then the Duelmaster will have an uphill battle to motivate the players. Most players will not follow a haphazard Duelmaster. The more organized the Duelmaster is the better. The arena and cars need to be ready before your arrival at the convention. Have plenty of supplies; you'll never know when you'll need them.
    It is critical that the arena starts no later than 15 minutes after the scheduled start. Get to your assigned table ahead of time. This way you can answer any questions from players that are waiting for you. Taking an arena down should not take more than 15 minutes. Be sure to get the names of those duelists advancing on to the next round and those that have won in each round. Collect all designs in advance so they can be checked for errors. After the final round allow thirty minutes for award presentation and photographs.
    Fire and Explosions: a car doesn't automatically catch on fire in its interior when its exterior is set on fire. An armor facing must be breached before a fire can go internal. Once the fire is inside the appropriate checks and rolls are made. If all internal components are fireproofed, then there's no fire, otherwise, after the use of extinguishers of all kinds, the roll is made to see if a vehicle blows up. This is the way to handle internal fires, not the instantaneous occurrence that some players make it out to be.
    No tire shots: tire shots in duels are mainly a waste of time, ammo, and effort. To shoot a tire effectively, a tire-shooter will have to come in close and from behind to minimize the firing penalties for target speed, the tire itself, an target range.
    In dueling tournaments victory is built on kills, and tire shots invite easy kills. To promote more lively and inventive dueling, no tire shots by direct fire weapons should be allowed. This will encourage players to use dropped weapons and engage in combat. After all, those shots you wasted against those tires could've been the ones you needed to breach an enemy's armor and earn you an honest kill.
    Damage Sinks: A damage sink is an item that serves no other purpose other than to absorb damage. Examples include mini-safes, armored beer refrigerators, multiple zero space gas tanks, and component armor around empty cargo spaces. These items are not allowed in AADA-sponsored tournaments. Most players see damage sinks for what they are and don't use them. However, there will always those players that insist on bringing there beer into the arena. The consumption of alcoholic beverages in arena combat is strictly forbidden.
    To Pregen or Not to Pregen: The arguments for pregenerated and custom designs has been going on for years. It depends on the tournament, and both options have their benefits.
    If the tournament is only one round, then use custom designs. But if it’s more than one round use pregenerated designs. Leaving custom designs for the final round. If you run a Amateur Night tournament, then use pregenerated designs(it fits the theme).
    The Duelmaster must check over all the custom designs that enter in the tournament. The less you have to check over the better. Since most likely each player will bring in three designs. With just ten players, that thirty designs to check over. Don’t give yourself more headaches then you have to.
    Some Duelmaster which to control how many “advanced” rules are used in the early rounds, then want to use custom designs. Smooth move, you just blew it. You can control what rules are used with pregenerated designs. And if you’re afraid your players can’t handle the “advanced” rules, then are you ready to run this tournament. You may as well hand it over to some one who’s willing to take it on, “advanced” rules and all.
    Fun: remember, it's just a game and have fun. As Bugs Bunny said, "Don't take life too seriously - you'll never get out of it alive".

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