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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:
The Lost Fleet Expansion will be strongly encouraged, but the default will be just the base game of Gaia Project. The expansion will be opt-in if all players agree to play it.
There will be no tiebreaker during the heats; a tie has the same placement 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 tie-breakers listed below.
Semifinal winners will advance to the Final.
During Heats, tables will be 4-player whenever possible and 3-player otherwise if required. The same randomized setups will be used for each table.
An auction will be used for the Semifinal and Finals:
- Bid order will be same as the heats
- Spades - Seat 1
- Hearts - Seat 2
- Diamonds - Seat 3
- Clubs - Seat 4
- Set up the game as normal. In the order above, each player must, in sequence, either nominate a faction in the next available starting seat or bid on an already nominated faction. If a faction is nominated, the player that nominates them picks their opening bid (even if 0 VP) and is by default the winner of that bid until another player overbids them. VP bids in this manner are subtracted from the final scores at the end of the game, and players may bid however much they want
- If a player nominates or bids on a faction, they then take the color marker of that faction. Bids then continue in the same bid order, skipping over players that currently have the high bid on any faction (i.e., those with any faction’s color marker in front of them)
- 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
- After the auction is finished, the initial play order is set
- The players build their first Structures, choose their first Round Boosters, and play the first round according to this order
- Afterwards, they use the Turn Order card to determine the play order for each subsequent round
- Tiebreakers for the Semifinal and Final are:
- Whoever bid the most amount of points
- Most points in final scoring criteria,/li>
- Most resources left over
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: Highest average % of total scores (e.g., if a player played in 2 heats each with scores of 200-180-170-150 and came in first and second, respectively, they would have 200/(200+180+170+150) = 200/700 = 28.57% of the total score in heat 1, and 180/(200+180+170+150) = 180/700 = 25.71% of the total score in heat 2, giving an average of 27.14%
- High dice roll.
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