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Small World (SMW)   Last updated July 16, 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: Samantha Berk (1st Year)
Round Day Start Time Duration Location
Demo 1/1FSa101Exhibit Hall Annex Table #6
Heat 1/3FSa112Grand Ballroom
Heat 2/3FSa132Grand Ballroom
Heat 3/3FSu102Grand Ballroom
SemifinalFSu132Grand Ballroom
2022 Tournament Format HMW-Points

Select your starting civilization's fantasy race (elves, dwarves, humans, etc.) and special power and then conquer as much territory as possible in a world not quite large enough to accommodate everyone peacefully. Victory points are awarded each round based on how much territory you occupy. There are also many ways to earn bonus victory points, based on your race and special power.

The first turn primarily establishes initial position, but it eventually becomes apparent that choosing which of your fellow settlers to attack will be required at some point. As your initial race spreads out and thins out, you reach a point where further expansion is not profitable.

Deciding when to go into decline (retain your current territory but cease expansion), then selecting a new race and power to enter the game, is one of the key strategic elements of this fast-paced and lighthearted game. If you haven't played before, please attend the demo or read the rules on-line and you will be able to pick it up quickly.

Tournament Rules:

We will be playing 4-player games as much as possible during the heats, with 3 player or 5 player games as needed. The default game is the original Small World without race or power expansions. Please bring your game to the tournament if you have them at 7 Springs!

Turn order will be assigned randomly at the start.

The player with the most victory points at the completion of the last turn wins the game. In case of ties, the player with the most tokens on the board (active and in decline) wins. If there is still a tie (which has not happened in my time as GM), then both players receive credit for the win. If this happens after the first round, then a coin toss will determine the winner.

The game winner is responsible for turning in the summary sheet at the end of each game.

Three heats will be played advancing up to 25 players to the semifinal, playing in tables of four or five. Advancement will be based on the Heats Most Wins – Points standard tiebreakers.

If 20 or fewer winners appear at the start of the semifinal, a total of 20 winners and alternates will advance to play 5 4-player games, as in the past. If more than 20 winners appear and there are enough alternates to fill out to a total field of 25, then 5 5-player games will be played. If fewer than 16 winners appear, then three-player games will determine the finalists. In any case, the 5 semifinal winners will advance to a 5-player final, and the 6th place overall finisher will be the player who finished second in the semifinal round to the eventual champion.

Tiebreakers will also be used for semifinal seeding

This is a great tournament that will be run entirely on the first Saturday and first Sunday of WBC. There will even be small prizes up for grabs!

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.