CHICAGO AREA ACQUIRE LEAGUE RULES

 

The 2006-2007 regular season will be run as an 11 person league with 16 four-way matches played from September to April.

 
Each member shall receive a schedule and roster.  The first player listed for each match on the schedule is responsible for arranging the date, time and location of the match.  Matches should be completed no later than the last day of the scheduled month.  There is a 15 day grace period for completing each month's matches.  Any match that is not played prior to the end of the grace period shall be declared a 4-way tie.  Matches may be played earlier than the scheduled month.  If someone knows ahead of time that they are going to have a problem playing any match on time, they should contact the other 3 players ahead of time to schedule that match early, even if they are not the scheduler.  No player substitutions are allowed except for extreme emergencies (medical, etc.).  As a social league, we encourage playing our matches in person.  However, it is permissible to play matches online using NetAcquire if all participants agree.  If you use NetAcquire, it is strongly suggested that you use a private IP as the host.

 
Each match is 3 games.  A player's score consists of the sum of GAME POINTS plus BONUS POINTS.  GAME POINTS (GP) are awarded after each game based upon order of finish:   1ST = 4, 2ND = 3, 3RD = 2, 4TH = 1.  BONUS POINTS (BP) are calculated after all three games have been completed based upon the cumulative total each player's net worth for all three games:  Award each player one BP for every other player beaten by $10,000 or more.

 
The winner of each match is responsible for reporting the result to the League Secretary who will convert the result into MATCH POINTS (MP) as follows: 1ST = 4, 2ND = 3, 3RD = 2, 4TH = 1.

 

SAMPLE MATCH:
 
                        Moe       Larry      Curly      Shemp
                     ---------  ---------  ---------  ---------
                     Score  GP  Score  GP  Score  GP  Score  GP
                     ---------  ---------  ---------  ---------
GAME #1               42,000 4   39,100 3   38,400 2   22,500 1
GAME #2               30,000 3   27,900 1   39,300 4   29,000 2
GAME #3               21,800 1   25,000 2   37,000 3   52,300 4
                     ---------  ---------  ---------  ---------
SUB TOTAL             93,800 8   92,000 6  114,700 9  103,800 7
BONUS PTS                                               2
                            --         --         --         --
GP + BP                                       12          9
 
Match Result               3RD        4TH        1ST        2ND
 
MPs                          2                   4          3

League standings are determined by each player's cumulative MPs.  If two or more players have identical MPs, a tiebreaker system is used, prioritized as follows: (1) Most 1STs, (2) Most 2NDs, (3) Most 3RDs, (4) Most MPs head-to-head, (5) Coin flip.  For determining MPs, two way ties count one-half, three way ties count one-third, and four way ties count one-quarter.
 
League standings and results will be posted on the Chicago Acquire League website, usually within 48 hours after the completion of each match.  Players without internet access will receive a printout each month.
 
At the conclusion the regular season, the top 4 players in the standings will compete in the Chicago Area Acquire League World Series, a three game match with total GPs + BPs determining the winner.  In case of a tie, net worth is the tiebreaker.   Prize money is awarded at the end of the regular season based upon final standings:  1ST = $50, 2ND = $40, 3RD = $30, 4TH = $20, 5TH = $10.  In addition, there is a $25 World Series Prize Fund.  The participants determine how to use this money.  Traditionally, this fund is used to buy food and drinks for the game, and if there is any leftover cash, it goes to the winner.
 
Membership dues are $20 per season.  Dues covers prize money and administrative expenses. 
 
Gambling on league matches is prohibited.
 
Avalon Hill's  HOW TO PLAY ACQUIRE govern play with the following exceptions and special league-only rules:
 
1. Tiles are drawn to determine order of play.  Lowest tile selects seat, turns game board facing them, and plays first.  Remaining players are seated clockwise in ascending order of tile value and play proceeds clockwise.
 
2. Permanently unplayable tiles are placed face up on the table beside the game board and may be replaced at any time.  If more than one player displays an unplayable tile, the player whose turn it is picks first and tile replacement proceeds clockwise.
 
3. A tile is considered played when it either touches the board or its value is seen by at least one other player when it is detached from the rack in a manner indicating that it was about to be played.
 
4. Each player must openly display their working capital and stock holdings.  A player may inquire about another player's current working capital and/or stock holdings at any time, regardless of whether it is their turn to play.   However, discretion is advised so that inquiries do not alert other players of stock holdings and money positions about which they may be unaware.  Such behavior would be considered contrary to the spirit of this rule.
 
5. The game automatically ends when either one hotel chain reaches 41 hotels (tiles) or when all companies are safe (at least 11 tiles).  The failure of any or all players to recognize or call an end to the game does not perpetuate the game.  Play must be rolled back to the point at which the game was supposed to end.
 
6. A player's turn consists of tile play, stock purchase, and picking a tile, in that order.  A player's turn officially ends when a tile is picked.
 
7. Use the following procedure to adjudicate the situation of a player inadvertently placing a tile in the wrong space on the game board:
a. If the mistake is discovered prior to the completion of the next player's turn, the misplaced tile must be placed onto the correct space on the game board ("a tile laid is a tile played").  However, the next player may begin his turn again, including tile play.
b. If the mistake is discovered after the completion of the next player's turn, the misplaced tile assumes the assignment of the incorrect space, and the complementary tile assumes the assignment of the misplaced tile.
 
If any situation arises that is not covered by either the HOW TO PLAY ACQUIRE rules or by the above exceptions and special rules, players should reach consensus on a logical and equitable solution.  Failing that, call the League Secretary for a ruling.

 

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