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Versailles 1919 (V19) Updated July 9, 2026
Type:Trial
GM:Pettis, Roy (3rd)
GM Contact:petroik@yahoo.com
Event Website:N/A
Class:B - Beginning Players Welcome
Style:Scheduled
Format:HMW - P: Heats Most Wins - Points
Rounds:2 Heats, Semifinal, Final
Round Length:3 Hours
Advancement:Semifinal 8, Final 4
Prize Level:1

Versailles 1919, created by designers Mark Herman and Geoff Engelstein, allows you to experience this piece of history as one of the four leaders with a national agenda that must be satisfied. As one of the Big Four, you sit in a conference room gaining influence on the issues present in the room. In the waiting room sit other issues and personages who are waiting their turn to make their case to meet regional aspirations such as self-determination. Will you support Ho Chi Minh's attempt to free Vietnam from French colonialism? Help Prince Feisal establish a new nation in Mesopotamia or Chaim Weitzman create a Zionist state? Work with T. E. Lawrence to reduce unrest in the Middle East or with Ataturk in Anatolia?

This wonderful game has a card-bidding mechanism to allow you to control the settling of each issue before the conference, allow players score points based on your choice of issue settlement and whether random events trigger changes in the military and political power of players. The game plays best as a 4-player version (although 3-player games are sufficient). After the first move, it is a fast-moving game, with little dead time for each player, and it rewards thinking through your next move as the other players play. It is most fun if you get into the theme of the game because the scoring fits with the actual goals of the USA, Britain, France, and Italy. But the game mechanism is effective at keeping suspense about the winner well into the game even if you just think in terms of victory points.

Heats & Tournament Structure:

The plan is for all Heats is to have 4-player games, but 3-player games will be used if required by the number of players that show up. The GM and AGMs plan to play.

All games will use the full rules. All games, including the Final will set the end-of-game card to be in the final 20 issue cards; the Final will set it within the last 5 issue cards. Each game may choose to use the optional rule for a hidden agenda item proposed by Greg Schmittgens, Secret Agenda - End Game Scoring, a nice variant which allows more uncertainty about who is winning as the issues-to-be-resolved dwindles down. But the variant will only be used if all players agree to use it.

Advancement:

Heats will advance a maximum of 8 winners to the Semifinal with two 4-player games. Semifinal winners and 2nd place finishers in the Semifinal will advance to a 4-player Final.

Advancement to the Semifinal will be determined using the Heats Most Wins – Points standard tie-breakers with GM specific tie-breakers listed below

If there is no Semifinal, the same rules will be used to determine non-winner places at the final table.

For the Tournament and WBC Laurels, places 1 through 4 will be determined by game results in the Final table. Places 5 and 6 will be determined by using the approved WBC rule awarding 5th place to the Semifinalist who came in second to the eventual champion and sixth place to the Semifinalist who came in second to the second-place player.

Additional Prizes: Additional Prizes will be provided by the publisher, GMT Games.

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 - None
  4. High dice roll.

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