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:
Players will be randomly assigned to 4-player games. If the number of players in a heat does not divide evenly by 4, a number of 3-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 Castles of Burgundy 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:
- In the Heats, boards 2-9 from the base set and the Monastery Boards (Board 13A-13H) will be used. Monastery Boards (Expansion 5) have special rules: Players who complete a straight connection between a pair of monasteries earns 5 VP and the first & second players to complete all three monastery paths will earn a victory scroll.(https://boardgamegeek.com/boardgameexpansion/150083/castles-burgundy-4th-expansion-monastery-boards)
- In the Semifinal & Final, 2013 Championship Board (unnumbered, (designated Board 11) & 2016 Championship board (designated Board 14) will be used Both of these boards include monasteries. One of the four options for these boards (11 vs.14, monasteries vs. not, chosen randomly) will be in play at all four tables of the Semifinal. The other set of boards will be used for the Final with the opposite utilization of monasteries
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.
NEW RULE: Penalties for breaking the “No matching Buildings" Rule:
Fortunately, this rule has not been broken frequently. If a player has been determined to have played a matching building tile in the same village area without previously playing Knowledge Tile #1 to his player board, players should make every attempt to rewind the play back to when the second building tile was played. The offending player will return the second building to his hand and any intervening turns should be rolled back. Any special action due to playing the building must be reversed and any points due to playing the special action must be deducted from their score. Play will resume at the offending turn and any intervening turns should be replayed as there has been a change to the board state.
If too many turns have elapsed before the error is discovered, GM will apply the following penalties:
- Remove the second matching building from the board and remove from play. (Determine randomly if the players cannot remember which tile was “the second matching building" played to the village area.) If this causes a Village area to no longer be complete, deduct the VP for size of the village area and the phase bonus for when the building was completed. Reassign any Brown Victory Scroll Tile to the correct players and readjust scores if the game has been scoring them when acquired.
- Since the building’s special action cannot be feasibly rewound, a further 5 VP penalty will be assessed.
Please monitor your board and your opponent’s boards so that this rule is not broken. I do not want to have to apply this above.
Semifinal
Sixteen players will advance to the Semifinal usingthe Heats Most Wins – Points standard tie-breakers with GM specific tie-brekaers as listed below. (In all likelihood, more than 1 win will be required to advance.)
An alternate list will be generated by taking the next 10 finishers to fill out the field in the Semifinal in case 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 tables will be done in the same manner as in the Heats.
Only winners in the semifinals will advance to the Final.
Final
Final will immediately follow the Semifinal in the same location.
The winner of the Final will be the WBC Castles of Burgundy champion.
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 used for informational purposes only. Please circle the name of the winner and record yellow “knowledge" tile numbers and the number of spaces of each other type of tile on the winning player’s board at the end of the game. Please include any interesting events or comments in the space provided. This will help in writing the Event Report.
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 arise
- If the game is not completed within the three hour time limit, the GM will adjudicate the result. 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
Thank you for playing Castles of Burgundy at WBC. Have fun!
HEATS: MOST WINS - POINTS (HMW-P):
- Most Wins (e.g., total in all heats entered)
- 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
- GM Specific Tie-breaker
- If tied, having the better result in their first heat played will break the tie. And then better result in second heat played
- If still tied, highest percentage of player’s score in all games played compared to the winning score in each of those games
- If still tied, highest percentage of players score compared to the second place score (will likely only apply to players who win their only heat)
- High dice roll.
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