I'm putting on a tournament to follow along with the high school football season. This one is a high-intensity tournament where every round of CC action equals one play in the football game. I expect each football game will require 12-14 maps. And we will be playing that batch on a weekly basis, so this one is open to premium players only.
This tourney will mix CC play with football strategy to decide a champion.
I have developed a complex scoring system to mimic real-life football plays.
As a result, the following 13 geographical (mostly) maps will be used in a random rotation for each game.
Maps/Settings
Classic, CCU, Puget Sound, Texan Wars, USA, New Jersey, San Francisco, Arms Race!, California, BeNeLux, Charleston, Archipelago and Alex's Empire.
Settings -- escalating, chained, sunny with a 20-round limit.
The Season
I am planning for 20 teams (more are welcome if demand for the tourney dictates).
We will play a 9-game regular season, followed by a 12-team playoff.
We will have four divisions of 5 teams apiece.
Winners of each division earn first-round playoff byes
The #2 and #3 finishers in each division will qualify for wildcard spots.
(These factors could change depending on final sign-up numbers)
The Basics
The biggest factor for success is to conquer more territories than your opponent for that round of play.
Boosters are awarded for how quickly the map is won and how many territories are deployed per round.
Spoils gained at the end of play also provide a play boost and is also used to boost the kicking game.
Also, a 40-point mercy rule will be in play. If a team reaches that gap in the 2nd half, the game will be called final.
NOTE: Annihilations are not counted. Only conquering territories.
Here's a sample play-by-play ...

Complex formula breakdown...
For those interested in more of the details.
Timing rules
When a player is tackled in bounds between 33-and-42 seconds will be used.
If a first-down is achieved on the play then 8 seconds will be deducted.
If a pass is incomplete OR a play goes out of bounds 8-to-15 seconds will be used
Field goals and kickoffs will be 4-9 seconds.
When a player is tackled for loss it always falls in the 33-42 normal play range.
Timeouts will be used to maximize a team’s plays at the end of the game (and in the half if within scoring range). If a timeout is used the play goes for 8-to-15 seconds.
Each team gets 3 timeouts per half
Yardage accrual.
We will track territory troops (capped at 10)
Territory bonuses (capped at 7)
Card turn-ins (all worth 5)
Owned cards (worth 1 each)
After 13 rounds of play troops will be reduced for winning player and increased for losing player.
Advantage to winning quickly, also advantage if losing to stretch the game out.
Play charts
Run - https://flic.kr/p/2rqzpG1
Pass - https://flic.kr/p/2rqzpFV
Win bonus chart
https://flic.kr/p/2rqAHnr
Kicking charts
https://flic.kr/p/2rqB7Cr
Game tracker
https://flic.kr/p/2rqv3jv
Check the sample boxscore, and I'll talk through a few of the first plays using the Game Tracker.
Lakeridge kicks off to start the game. LAK won the map and got 3 spoils -- the kicking chart has Canby taking possession at its own 26-yard line to start the game.
Play 1 -- The teams are neutral 0 in round 1. Canby has 4 troops. In the run chart that rounds to a 'no-gain' play.
Play 2 -- Team teams remain neutral 0 in round 2. This is an 'even' round, so a passing play. Chart says 'Incomplete' pass.
Play 3 -- It is 3rd-and-10, so the odd round gets triggered to a passing play based on the situation. Lakeridge is +1 on conquers, which charts out to an incomplete pass. Fourth down and Canby punts.
FOOTBALL SITUATIONS...
This is the other part of this tourney. Each team can tweak their style of play OR you can stick with the defaults as listed in the below chart.
Highlighted and red #s are the defaults. You can alter these for your team if you prefer. Just let me know your preferences when you sign up.


I will be tracking stats throughout the season, so we'll have rushing champs, scoring leaders, etc.
Also submitting prize requests for this tourney.
Playoff power ups
The Top-3 QBs ... based on passing yardage
The Top-3 RBs ... based on rushing yardage
The Top-3 WRs ... based on catching yardage
and the Top-2 kickers...based on Points
and Top-2 punters ... based on average
will earn star status for the playoffs.
The No. 1 QB/RB will get boosted 1 full spot on the yardage chart
The #2 and #3 players will get boosted 0.5 spots on the yardage chart
The No. 1 WR will get 4 yards added to a catch.
The #2 and #3 WRs will get 2 yards added to a catch.
The kickers get a 10% boost on all attempts -- a 20% boost on kicks (45-49 yards) -- 30% boost (50-52).
The punters will notch up one spot on the kicking chart for punts and kickoffs.
Team signups
(Feel free to use any high school you like...I just listed out Oregon schools below, but those can easily be changed).
