An Overview of DBM Scoring Systems


Version 1.0

by Rob Brennan (brennanr@iworg.com)
18 Dec '02



1. Introduction



There is a wide variety of scoring systems in use for DBM across the world.
This article documents the various scoring systems. There are many issues
which govern the choice of scoring system and this paper makes no attempt
to evaluate the scoring systems or recommend a particular scoring system.
Broadly speaking there are two classes of scoring system used, one type based
on the 0-10 scoring system presented in the DBM rulesbook and another based
on the standard swiss chess principle of categorising players according to
numbers of games won, drawn or lost. This is designed to be a living document
that will eventually document all scoring systems in use. The author would
appreciate any corrections to the descriptions here or information on other
scoring systems that readers are aware of.


The contents of this paper are as follows:


2. Standard 0-10 Scoring

3. BHGS 0-32 Scoring

4. +100VP Scoring

5. HMGS GS 0-15 Scoring

6. Win/Draw/Loss Scoring

7. BB310 Scoring

8. Granson 3-2-1-0 Scoring

9. Vincent Augier 35-5


2. Standard 0-10 Scoring


This is the scoring system described in the back of the DBM rulebook. It
is a "zero sum" scoring system as the total of points earned by both players
in each game is always the same number, 10 in this case.


The basis of this system is that both player's armies are initially worth
5VP (Victory Points). This is divided among the commands by allocating 1VP
to each sub-general's or allied command, the remaining VP are then assigned
to the CnC's command. For example in a typical army structure of 1 CnC and
2 subgenerals, the CnC's command would be worth 3VP and the two sub-general's
commands would be worth 1 VP each. At the end of the game a player's score
is the VP of any enemy commands demoralised and any friendly commands that
are not demoralised.


The possible outcomes of this scoring system are (player A score - player
B score) 10-0, 9-1, 8-2, 7-3, 6-4, 5-5, 4-6, 3-7, 2-8, 1-9, 0-10.


Regions Where this System is Used



As this is the system presented in the rulesbook it is in use to some extent
worldwide. It seems to be the main scoring system in Australia, some parts
of the UK and some parts of the USA.


3. BHGS 0-32 Scoring



This is a variation of standard 0-10 scoring developed by the BHGS
(http://www.bhgs.co.uk) in the UK. Basically
it sub-divides each of the possible outcomes, eg 9-1, under 10-0 scoring
into 3 different possible scores based on the difference in percentage losses
inflicted. Note that one result, the 5-5 is only divided into 2 different
scores. The percentage differences used to separate scores are based on analysis
of game data and aim to split games on a given standard score evenly into
the three (or two) possible 0-32 scores. It is also a "zero-sum" scoring
system where the total number of points to be earned per game is 32.


In practice this system works by calculating the standard 10-0 score
and the difference in percentage of player's original element equivalents
lost (ie Winner's % EE lost - Losers % EE lost) then looking up the resultant
0-32 score on the table below. The standard 10-0 score is looked up in the
first column of the table and then the percentage difference is compared
to the corresponding second column of the table to indicate which of the
0-32 results (in the third column) is the game outcome.





































































Standard Score Difference in % EE Losses BHGS 0-32 Score


10 - 0

% difference >=95%

32 - 0

% difference >=90% but <95%


31 - 1

% difference <90%


30 - 2


9 -1

% difference >70%


29 - 3

% difference >=65% but <=70%


28 - 4

% difference <65%


27 - 5


8 - 2

% difference >=60%


26 - 6

% difference >=50% but <60%


25 - 7

% difference <50%


24 - 8


7 - 3

% difference >=35%


23 - 9

% difference >=25% but <35%


22 - 10

% difference <25%


21 - 11


6 - 4

% difference >=25%


20 - 12

% difference >10% but<25%

19 - 13

% difference <=10%


18 - 14


5 - 5

% difference >=10%


17 - 15

% difference <10%


16 - 16


The possible outcomes of this scoring system are (player A score - player
B score): 32-0, 31-1, 30-2, 29-3, 28-4, 27-5, 26-6, 25-7, 24-8, 23-9, 22-10,
21-11, 20-12, 19-13, 18-14, 17-15, 16-16, 15-17, 14-18, 13-19, 12-20, 11-21,
10-22, 9-23, 8-24, 7-25, 6-26, 5-27, 4-28, 3-29, 2-30, 1-31, 0-32.


Regions Where this System is Used



It is the main system in the UK, Italy, South Africa and some parts of the
USA. The IWF tournaments tend to use it and it has some use worldwide.


4. +100VP Scoring



This is a combination of 10-0 scoring and traditional swiss chess Win/Draw/Loss
scoring developed by Kevin Donovan in the USA. Despite the use of 10-0 scoring
it is not a "zero sum" scoring system ie the total points distributed
between the players is not the same for every game and depends on the game
outcome. Essentially it divides the game results into Wins and Not Wins with
a tie-break based on standard scoring.


This system works as follows, first the standard 0-10 score for the game
is calculated and then a bonus of 100 points is awarded to one player if
they have won the game (ie demoralised the enemy army without their own army
being demoralised).


The possible outcomes of this scoring system are (player A score - player
B score): 110-0, 109-1, 108-2, 107-3, 106-4, 9-1, 8-2, 7-3, 6-4, 5-5, 4-6,
3-7, 2-8, 1-9, 4-106, 3-107, 2-108, 1-109, 0-110.


Regions Where this System is Used



It is the main system in Ireland and some parts of the USA. It has been used
in New Zealand.


5. HMGS GS 0-15 Scoring



This is a modification of standard 0-10 scoring developed by HMGS GulfSouth
in the USA. It is not a "zero-sum" system ie the total points distributed
between the players is not the same for every game and depends on the game
outcome.


This system works as follows, first calculate the standard 0-10 score for
the game and then double the points earned for demoralising enemy commands.


Regions Where this System is Used



It is the main system in some parts of the USA.


6. Win/Draw/Loss (WDL) Scoring



This is the traditional swiss chess scoring method and is actually a family
of scoring systems with several possible implementations. Rather than focusing
on DBM commands being demoralised they all examine the overall game outcome.
Games are considered to have three possible results for players Wins, Losses
and Draws. A game is considered finished if at least one army is demoralised.
If only one side's army is demoralised in a finished game then the player
of the undemoralised army is the Winner and the player of the demoralised
army is the Loser. If both armies are demoralised (mutual demoralisation)
then the game is considered a Draw. If the game is unfinished (no armies
demoralised) then both players are considered to have achieved a Draw. Because
this type of scoring has a very coarse granularity it is usual to use a tie-break
or countback mechanism to separate placing players who end on the same score.
 

There are two main types of scoring associated with the player results of
Win, Loss and Draw. The first type assigns a numerical score to the results
of Win, Loss and Draw. There are many variations on the score assigned (BB310
is another example) but the traditional chess method is to assign a score
of 1 for a Win, 1/2 for a Draw and 0 for a Loss. This traditional chess method
is an example of a "zero sum" scoring system. The second type of WDL scoring
makes a Win worth more than any number of Draws and a Draw worth more than
any number of Losses. A numerical approximation of this method (for a comp
of less than 10 rounds) might be to award 10 points for a win, 1 point for
a Draw and 0 points for a Loss. This is not a "zero sum" method.


The possible outcomes of this scoring system are (player A - player B): Win-Loss,
Draw-Draw, Loss-Win.


For the traditional swiss chess numerical scoring system the possible outcomes
are (player A score - player B score): 1-0, 1/2-1/2, 0-1.


Regions Where this System is Used



It is the main system in some parts of Australia, variations on this system
are popular in Continental Europe. It also has some use worldwide.


7. BB310 Scoring



This is a variation of WDL scoring (see section 6) specifically for DBM,
it was developed in France. In addition to prescribing a numerical scoring
method for games it defines a secondary score calculation method to be used
for tie-breaking. Player's scores are recorded as Primary Score/Secondary
Score eg 3/87. Pairing is done on primary scores but secondary scores may
be used to order players within score groups. It is not a "zero sum" system.


This system works as follows, for each game using WDL principles allocate
a Win/Loss or Draw result. A Win is worth 3 points, a Draw is worth 1 point
and a Loss is worth 0 points. Also calculate a secondary tie-break score
for each player as follows:


Secondary Score for each player = Player's Blood score + Player's Brains
score.


Calculate the Blood Score as follows:


Case 1 : one army is broken

The loser scores the percent (in EE) of enemy troops demoralised or
destroyed.

The winner scores 100-(loser's points)


Case 2 : no army is broken

Each players scores the percent (in EE) of enemy troops demoralised or destroyed.


Case 3 : both armies are broken

Each player scores 50


Calculate the Brain Score as follows:


Each demoralised enemy command is worth 10* times the VP of that command
under the standard 0-10 scoring system.


* Note that this has recently been modified to a multiplier of 5 recently.


Regions Where this System is Used



It is the main system in France, it is also used in Belgium and has been
used occasionally in Northern Ireland. It may be in use in other areas of
Continental Europe.


8. Granson 3-2-1-0 Scoring



This is a development of the BB310 system used by the organisers of the Granson
International Team Challenge
(http://www.rileybpool.btinternet.co.uk).
In addition to the standard WDL results it recognises a result of a "Winning
Draw" where a game is unfinished but one player has a significant advantage.
It is not a "zero-sum" system. A "Winning Draw" is defined as an unfinished
game where one player has both demoralised more of his opponent's
commands and the difference in percentage EE losses is greater than 20%.
Their opponent is rewarded as if they obtained a Draw.


The system defines both a primary scoring system and a secondary scoring
system for calculating tie-breaks. Under the primary scoring system a Win
is worth 3 points, a Winning Draw is worth 2 points, a Draw is worth 1 point
and a loss is worth 0 points. The secondary scoring system is based on percentage
losses, it is calculated as follows:


Case 1: Win-Loss (ie Only 1 army breaks)

Winner scores 100 - %EE lost

Loser scores the % of enemy EE killed or demoralised.


Case 2: Winning Draw or Draw

Each player scores % of enemy EE killed or demoralised.


Regions Where this System is Used



This system is only used at the International Team Challenge in Granson,
Switzerland.


9. Vincent Auger 35-5 Scoring



This system was developed by Vincent Auger in France especially for DBM.
It is based on WDL scoring principles so games are classified as Win/Losses
or Draws but it has a special way of assigning numerical values to these
results. There is no secondary tie-break calculation method included in this
system. It is not a "zero sum" scoring system.


Case 1: Win-Loss (Only 1 army breaks)

Winner scores 35 - (winners % loses/10)

Loser scores 5 + (winners % loses/5)*


Case 2: Draw

Winner scores 16 + (loosers % loses / 5)* + (difference in % EE losses /
5)**

Loser scores 16 + (winners % loses / 5)* - (difference in % EE losses / 5)**


* if difference / 5 > 7, it is reduced to 7

** if losses / 5 > 8, it is reduced to 8


Regions Where this System is Used



This system is used in some competitions in France.