Rescued by benga Tibreaker wins
LHDDD    6
Galactic Guzzlers   5
Black Star 4
Ferengi     1
Galaxy Pirates   1
Galaaxians   1
TOFU  1
Click image to enlarge. Details: The Andromedan War, the  Galactic Civil War and subsequent demise of the Galactic Federation have resulted in a political climate of mistrust.  For over a century, governments and leaders of the planets have all invested heavily in building vast defensive arms and military fleets.
On Earth, a former safe haven during the Federation Era, the sudden decline of the 
Earth Alliance  (after defeat to 
Tamriel ), resulted in a number of opportunist attempts at invasion.  Despite withstanding invaders, the military might of Earth was vastly depleted and a number of protagonists attempted to gain control of the range of valuable resources offerred by Earth's Solar System (sector V).  
LHDDD  gained a temporary, fragile hold of Sector V, but political tensions accross the other four sectors of the known Galaxy have intensified and Galactic War is now believed to be inevitable. Despite the attempts of the 
Tamriel Alliance  to maintain the period of relative stability under their rule, throughout the Galaxy, powerful alliances are being struck and vast armadas of battle cruisers are finalsing preparations, intensifying the pessimistic expectation for war to break-out at any moment ......
The Five Sectors of the Known Galaxy: show:   Military Intelligence - General 
  Command Centres  - (Controlled by the vast 8 Thoughts computers) 
show:   Military Intelligence - Sector I 
  Tamriel  Hummin  - Spyce-Producing Planet Archenland  Calormen Discworld  
show:   Military Intelligence - Sector II 
  Volcanus  Midkemdil Varda  - Spyce-Producing Planet Manwe Aule  
show:   Military Intelligence - Sector III 
  Loki (Third Age)  Atlantis  Midgard Thor (Second Age)  Aegir  - Spyce-Producing Planet Freya, Frigg & Odin   
show:   Military Intelligence - Sector IV 
  Draknor Amanecer  Puck (First Age)   Mote Cobweb  - Spyce-Producing Planet Peaseblossom, Oberon & Titania   
show:   Military Intelligence - Sector V 
  Earth (Second Age)  Luna  Solar System   
show:   Tournament Format 
  This will be a 12-team tournament, with 3 players in each team (alliance).Initial Phase (other than the sector's spyce-producing planet) , to consolidate their power.Where too many alliances are attacking / defending the same target for the battle to be completed in one game (e.g. more than 12 players), then the battle will be decided by a series of games such that each alliance plays twice (e.g. 3 x 2-alliance battles or 3 x 3-alliance battles).  If no alliance wins twice then the battlefield becomes neutral. If alliances all select different home planets, then they battle against one opponent for their own planet, another opponent to gain a planet, and both opponents for the spyce-producing planet.  If two alliances select the same planet then there will be a 3-way battle for that planet, two 2-way battles for the other alliance's planet, a 3-way battle for the spyce-producing planet, and a 3-way battles for the other planets in the sector.  If all 3 alliances select the same home planet, then there will be a 3-way battle for that planet, a 3-way battle for the spyce-producing planet, and three 2-way battles for the other planets in the sector. Secondary Phase Alliances controlling a spyce-producing planet have the means for hyperspace travel to other sectors, using the wormhole and warp-gate networks.  They can therefore attack anywhere in the known galaxy.    Otherwise alliances can only  attack one planet, or the command centre, within their own sector.Where too many alliances are attacking / defending the same target for the battle to be completed in one game (e.g. more than 12 players), then the battle will be decided by a series of games such that each alliance plays twice (e.g. 3 x 2-alliance battles or 3 x 3-alliance battles).  If no alliance wins twice then the battlefield becomes neutral. Tertiary Phase Alliances holding a command centre can attack any of the planets in the two adjoining sectors and can select 1 or 2 targets  (as well as Aliances controlling a spyce-producing planet being able to attack anywhere in the known galaxy and select 1 or 2 targets).  Otherwise, alliances can only  attack one planet, or the command centre, within their own system.  Targets are declared in two steps:* First Step*  Firstly, alliances that can, and wish to declare, more than one target, make their declarations. *  Then, all alliances declare their final (or only) target.   *Where too many alliances are attacking / defending the same target for the battle to be completed in one game (e.g. more than 12 players), then the battle will be decided by a series of games such that each alliance plays twice (e.g. 3 x 2-alliance battles or 3 x 3-alliance battles).  If no alliance wins twice then the battlefield becomes neutral. Final Phase Alliances holding a command centre can attack any of the planets in the two adjoining sectors and can select 1 or 2 targets. Aliances controlling a spyce-producing planet can attack anywhere in the known galaxy and select 1, 2 or 3 targets).  Otherwise, alliances can only  attack one planet, or the command centre, within their own system. Targets are declared in two steps:* First Step*  Firstly, alliances that can, and wish to declare, more than one target, make their declarations. *  Then, all alliances declare their final (or only) target.   For an alliance to become rulers of the galaxy they must achieve both of the following:Have no opponent in two entire sectors. Gain (or maintain) control of a combination of three spyce-producing planets and/or command centres.  Final Phase - Part 2 Final Phase - Part 3 any three  planets or command centres (or the solar system) continue to this next round.Final Phase - Part 4 The three strongest alliances are determined by the number of battlefields held.  If this proves inconclusive, then alliances with equal number of battlefields will be ranked by number of command centres held then by number of spyce-producing planets held.  If this is still inconclusive then undecided final position(s) of the three strongest alliances will be determined by the relevant equal alliances enduring a play-off battle (on the Space Trade Map).  If more than one of the final positions of the three strongest alliances is to be determined by a play-off then finishing positions in the play-off will be used. Where too many alliances are attacking / defending the same target for the battle to be completed in one game (e.g. more than 12 players), then the battle will be decided by a series of games such that each alliance plays twice (e.g. 3 x 2-alliance battles or 3 x 3-alliance battles).  If no alliance wins twice then the battlefield becomes neutral.  
 
show: TPA6 Fine Print 
  This is a Tournament Players Association Year 6 [TPA6] event, and is governed by its rules, guidelines, and judgments which are detailed here: https://www.conquerclub.com/forum/viewtopic.php?f=89&t=215395 . 
 
show:   Settings 
  Battles will be triples, sequential, automatic, escalating, chained, fog and no trench, with a 20-round limit. 
 
show:   Signing-Up 
  Teams must select a sector (I to IV) within which to commence their quest.  Teams must also nominate a captain (who will send target decisions at the start of each phase). 
 
show:   Declaring Targets 
  At the beginning of each Phase (and if the Final Phase is continues into further rounds), team captains will be asked, by PM, to send their target selection(s) to  the Tournament Organiser (if the TO's alliance is still in the tournament then he will send his selections in advance to the Tournament Director Mad777  by PM for independance) .  They will have 48 hours to do so, otherwise they will be assigned one random target. 
 
show:   Missing Turns or Timing-Out 
  If deliberate missed-turns are suspected then they will be investigated.it will be assumed to be deliberate , and the team in question will not be allowed to win the game in question (if they do win then the game is declared as a draw). 
 
show:   Joining Matches 
  Players will be sent invites and will have 24 hours to join.  If they fail to do so then they will be ejected from the tournament and a reserve will replace them. 
 
First Turn Fog of War Courtesy Rule show 
  Where Fog of War is present, the team to go first in round 1 must either wait 10 hours before taking their turn, or inform their opponent(s) in game chat of any regions conquered from their opponent during their first move, and where from.  Failure to do either will mean the competitor in question is unable to score any points in the game.by PM  
 
Some of the other Tournaments by Teflon Kris show 
  Click on the links for details:  
Teflonic Tournament Series Index show: Teflonic Tournament Series Index 
  ALLIANCE SERIES INDEX EVOLVING STORYLINE SERIES INDEX NATIONALITY-BASED SERIES INDEX SHORT TERMINATOR SERIES INDEX 1 v 1 CHAMPION SERIES INDEX SPECIAL AGENT SERIES INDEX RED ARMY FOOTBALL SERIES INDEX WORLD CUP FOOTBALL SERIES INDEX BETA MAPS CHAMPION SERIES INDEX TRAINEE TRIPLES SERIES INDEX ST PATRICK'S DAY SERIES INDEX ATP TOUR SERIES INDEX SPEED TOURNAMENT INDEX  
Tournaments Coming Soon show