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Gaia Project (GAP) Email GM   Updated June 8, 2023
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: Fadi El-Riachi (1st Year)
Round Day Start Time Duration Location
Demo 1/1FSu101Exhibit Hall Annex Table #4
Heat 1/3FSu113First Tracks Poolside
Heat 2/3Mo163Seasons
Heat 3/3We193Seasons
SemifinalFr153Seasons
FinalFr183Laurel
2023 Tournament Format Heats Most Wins - Points

Gaia Project is a game in the line of Terra Mystica. As in the original Terra Mystica, fourteen different factions live on seven distinct kinds of planets, and each faction is bound to their own home planets, so to develop and grow, they must terraform neighboring planets into their home environments in competition with the other factions. In addition, Gaia planets can be used by all factions for colonization and Trans dimensional planets can be changed into Gaia planets. All factions can improve their skills in six different areas of development. (Terraforming, Navigation, Artificial Intelligence, Gaia forming, Economy, Research) leading to advanced technology and special bonuses. To do all of that, each faction has specific skills and abilities. The playing area is made of ten sectors, allowing a variable set-up and thus an even bigger replay value than its predecessor Terra Mystica.

Tournament specific rules:

There will be no tiebreaker during the heats. A tie is a win for all players involved.

For Heats, factions will be selected in a player order determined by drawing playing cards:

  • Spades - Seat 1
  • Hearts - Seat 2
  • Diamonds - Seat 3
  • Clubs - Seat 4

The top 16 will advance to the Semifinal based on the Heats Most Wins - Points Standard Tiebreakers. Semifinal winners will advance to the Final.

An auction will be used for the Semifinal and Finals:

  1. Faction selection order will be same as the heats
    • Spades - Seat 1
    • Hearts - Seat 2
    • Diamonds - Seat 3
    • Clubs - Seat 4
  2. Set up the map and tiles as normal. Pick factions based on the order given above. The factions that are chosen are tied to the seat order in which they were chosen. For example, if Bescods were chosen third, they will be third seat in initial turn order for Round 1.
  3. Place a marker for each faction on 40 VP and one beside the board.
  4. The same starting player takes the first bid. They decide a faction to play and what their starting VP they would play that faction at (Up to the maximum of 40 VP). They then take the color marker of that faction. Bids then continue in the same order as the factions were selected in. If you choose to outbid a player, you must choose a VP amount lower than that player and then take the faction marker.
  5. If it is your turn and you do not have a faction marker in front of you, you must bid on a faction.
  6. This continues until a player takes the last faction marker. At this point, everyone takes their player board for the faction they won the bid for.
  7. After the auction is finished, the initial play order is set.
  8. The players build their first Structures, choose their first Round Boosters, and play the first round according to this order.
  9. Afterwards, they use the Turn Order card to determine the play order for each subsequent round.
  10. Tiebreakers for the Semifinal and Final are:
    • Whoever bid the most amount of points
    • Most points in end game bonuses
    • Most resources left over.
  11. During the heats, tables will be 4-player whenever possible.
  12. The game does not support 5 players, so tables of 2 or 3 will be made only if required.

HEATS: MOST WINS - POINTS (HMW-P):

  1. Most Wins (e.g., total in all heats entered)
  2. Total Points – Players earn the following pints in each heat they entered:
    • 1st Place - 1,000 points
    • 2nd Place - 100 points
    • 3rd Place - 10 points
    • 4th Place - 1 points
    • All other places - 0 points
    • e.g. player has a 1st, 2nd, and 4th in three heats: total points would be 1,101
  3. GM Specific Tie-breaker - Highest percentage of 1st place score across all heat games played
  4. High dice roll.

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