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The rules for this event will be based on the original Hans im Glueck (Tigris & Euphrates) version of the game and associated Chris Lawson FAQ with one exception. In the first round only, the first and second players will make one action instead of the usual two. In all subsequent rounds all players take two actions like normal. All other rules are the same as printed.
To clarify rules handled differently between printings (e.g., Fantasy Flight), if a player uses an action to swap tiles and there are not enough tiles in the bag, the game ends at the completion of that player’s second action. Treasures and Monuments are scored as usual.
Several notes regarding etiquette in tournament play:
- Counting tiles in the bag is not permitted; players may only briefly hold the bag to get a rough feel of the tiles remaining
- If one player is forced to exchange 1-point cubes for a 5-point cube, all players must exchange for as many 5-point cubes as possible
- Players may only voluntarily exchange for a 5-point cube after the completion of their turn
- Cubes accumulated during a turn should remain in front of each player's screen until the end of the turn. This helps ensure monument cubes are awarded correctly
- Tiles used from a player’s hand for support in a conflict must all be displayed at once
The schedule will allow players to participate in the entire event in just one evening if they want to.
During the heats, pairings and Turn Order will be determined randomly.
Players who win or finish second in at least one game are eligible to advance to the Semifinal. Priority in advancing to the Semifinal will use the Heats Most Wins – Points standard tie-breakers with a GM specific tie-breaker listed below. If there are less than 16 players who have won or finished second in at least one game, the Semifinal will consist of less than 16 players. In this case, all winners will advance and runner-ups will be used to fill as many 4-player tables as possible (e.g. nine winners and five runners-up will result in three 4-player Semifinal tables).
The Semifinal pairings will be determined by distributing the top half of qualifiers among the boards by seed. Then, the remaining qualifiers will be distributed randomly among the boards. In order of seeding, players select whether to play as the first, second, third, or fourth dynasties. Winners advance to the Final. If necessary, a “best second” would be determined by the smallest margin of victory (the number of hypothetical treasures it would take the runner-up to match or exceed the winning score), or randomly if still tied. Semifinal seeding will carry over to be used to select starting position in the Final.
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: Turn order in 4-player games played. 1st player 1 point, 2nd player 2 points, etc. 3-player games are worth 0
- High dice roll.
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