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Voyages of Marco Polo (VMP) Links Email GM   Last updated July 9, 2019.
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule  GM: Chris Wildes (1st Year)
Round Day Start Time Duration Location
Demo 1/2FSa201Exhibit Hall Annex 1
Demo 2/2FSu191Exhibit Hall Annex 1
Heat 1/3FSa212Foggy Goggle Front
Heat 2/3FSu202Foggy Goggle Front
Heat 3/3Mo192Fox Den
2019 Tournament Format HMW

The Voyages of Marco Polo is a dice-worker placement game in which players recreate Marco Polo's journey from Venice to China and the court of Kublai Khan. Each player drafts a character and corresponding power to start the game. The game is played over five rounds. Each round, the players roll their five personal dice and take turns using those dice to perform actions. At the end of five rounds, the player who has accumulated the most victory points is the winner.

For this event there will be three heats, a semifinal, and a final. During the heats, 3 and 4 player games will be played, with 4 players preferred. No expansion content will be used for this event, only the base game components.

We will use one slight rules variation/clarification for this event: Four goal cards will be dealt to each player BEFORE character selection. Each player will then select two goal cards to keep AFTER character selection.

Throughout the event, family members will be separated unless it is impossible to avoid. For individual games, the first tiebreaker will be most remaining camels as in the rule book. The second tiebreaker will initial turn order from the first round.

After the three heats, the players will be ranked using the following tiebreakers:

  1. Number of Wins
  2. Best Finish
  3. 2nd Best Finish
  4. Comparing non-wins, narrowest margin of loss by percentage
  5. Comparing wins, largest margin of victory by percentage
  6. Average finish in all heats entered,/li>
  7. Die roll

The top 16 players will qualify for the semifinal. Alternates will be taken in ranked order to fill the 16 semifinal slots as needed. Tables for the semifinal will be seated according to rank in snake fashion:

  • 1-8-9-16
  • 2-7-10-15
  • 3-6-11-14
  • 4-5-12-13

In the semifinal and final, we will be using a bidding system for character selection/turn order on the first round. The appropriate number of characters will be dealt out (5 characters for a 4 player game). Randomly determine a bid order for players. A player must bid higher than the proceeding player or pass. Initial bids of 0 are acceptable, and passed players may not re-join the bidding. Once all but one player have passed, the remaining player gets first choice of characters and will play 4th on the first turn. The remaining players (starting from the player left of the previous bid winner) then repeat this bid process until every player has chosen a character. These bids are subtracted from end game scores. NOTE: The turn order for the first turn will be the inverse of character selection order per the normal rules (first character selector goes 4th on the first turn, second selector goes 3rd, etc.).

If there are four finalists and one (or more) cannot attend the scheduled final, the GM will attempt to contact runners-up (in order of proximity to first place) from the semifinal games to ensure a 4-player final. If no runners-up can be located, a 3-player final will be held. Final placement for non-finalists (5th and 6th place) will be determined by finishing position in the semifinal and then narrowest margin of loss by percentage.