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Castles of Burgundy (COB)   Last updated June 30, 2022
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: Richard Irving (5th Year)
Round Day Start Time Duration Location
Demo 1/1Mo141Exhibit Hall Annex Table #4
Heat 1/3Mo163Seasons
Heat 2/3We133Sunburst
Heat 3/3Fr93Sunburst
SemifinalSa133Alpine
FinalSa163Alpine
2022 Tournament Format HMW-Points

    Rule #1: The main goal of this tournament is to have fun!

    If there is any dispute, problem or argument, please refer to Rule #1.

    Tournament format:

    Heats:

    • There will be three heats
    • Players will be randomly assigned to four player games. If the number of players in a heat does not divide evenly by 4, a number of three player games will be formed.
    • As much as possible, GM will not assign players who you can play regularly (same family/city) in the same game. Players who select CoB as their Team Tournament game will not play in a game with another member of their own team.
    • Please inform the GM if you played in an earlier heat so I can use the same scorecard.
    • GM will post a list of semifinalists and alternates on the Castles of Burgundy kiosk after the final heat. If you decide not to play in the semifinals, please inform the GM.

    Boards to be used: Each round, each table will be randomly assigned a different board to play on. All players at each table will play on the same board. All boards will be provided by the GM:

    Expansion tiles from Expansion 2, 5, & 6 will not be used in this tournament (They can be imbalanced and change the tile mix so more tiles will not be in play.) The new Trade Routes expansion will also not be in use.

    Semifinals: There will be 16 players in the semifinals. (In all likelihood, more than 1 win will be required to advance.) Advancement will be determined based on the Heats Most Wins Points Standard Tiebreakers.

    Alternates: An alternate list will be generated by taking the next 10 finishers to fill out the field in the semifinals in cases where qualifiers fail to show up. The highest ranked alternates present at the starting time will be given the spots in the semifinals.

    Assignment to semifinal games will be done in the same manner as in the heats.

    Only winners in the semifinals will advance to the finals.

    Finals:

    Finals will immediately follow the semifinals in the same location.

    The winner of the final will be the WBC Castles of Burgundy champ.

    Record Keeping: A sheet will be given to each table to record the official results of each game. Record the First Turn & Final Turn order, which board the game was played on and where each player placed their first castle. (This information will not be used in the tournament, just for informational purposes only.) Please circle the name of the winner and record yellow “knowledge” tile numbers and the number of empty spaces of each type on the winning player’s board at the end of the game Please include any interesting events or comments in the space providedThis will help in writing my tournament report. Thanks!

    Errata, Rules Clarifications, etc.:

    • The GM will rule on rules disputes, except in games in which he is playing, in which case, an assistant GM will make the ruling. Any ruling will be recorded and used in the future should a similar dispute should arise.
    • If the game is not completed in the three hour time limit, the GM reserves the right to adjudicate the result. Mostly likely the GM will ask the players to complete the round and conduct final scoring. However, if the GM determined one player is primarily responsible for the slow play and has not sped up play in response to repeated prompting by the GM, the GM may impose penalty for the slow play. Please keep the games moving.
    • At the start of the game, each player chooses their starting castle position in turn order before the tiles are set up on the main boards for the first phase.
    • Tie breaker: If two or more players are tied on VP’s, the player with most empty spaces will be the winner (per the errata). If still tied, the tied player who moved last in the final turn will be the winner.
    • GM may remove a player for deliberate cheating or abusive behavior.

    Always remember Rule #1.

    HEATS: MOST WINS - POINTS (HMW-P):Tie-breakers are:

    1. Most Wins (e.g., total in all heats entered)
    2. Most Second Places
    3. Fewest total points behind first place in second place finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
    4. Fewest total points behind first place in all finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
    5. Fewest Heats
    6. High dice roll.

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