Another Sweet 16
There will be three preliminary heats of one game. Groupings
will be random, but you will not play the same player twice.
Players earn 1 advancement point for each player defeated.
In the case of ties, points will be divided accordingly. 4-player
games will be the norm but if the field or a shortage of games
available force 3- or 5-player games, points earned per player
defeated will be adjusted to .8 (5-player) or 1.33 (3-player).
The top 16 players by point totals throughout the three heats
to appear for the semifinals will advance to Round 2 of four
4-player games with those four winners advancing to the Final
immediately thereafter. Point totals will be posted on the kiosk.
Players should make their own judgments based on these standings
as to their opportunities for Alternate standing advancement.
Players who know they will opt out of advancement are encouraged
to delete their name so as to give others a truer indication
of their eligibility chances.
Semifinal games will be assigned based on seed.
All players must write their name, badge ID number and final
cash score on the results sheet and return it to the Game Master.
The GM will provide rulings on any queries that occur. Complete
each game in the time allowed. Game assignments will be done
randomly while trying to minimize family, friends, and teammates
from the same games. Games can be played on any style of board
(wooden, 3M, AH or Hasbro). The default board will be decided
with the assignment of tables from those providing games. If
all the players agree and another board is provided by one of
them, the board type may be changed.
- All tournament games will be 4-player if possible. In the
event of the number of entrants not being a multiple of four,
then there will be 3- or 5-player boards as required to make
the count correct. These will be allocated at random.
- Seating is determined by each player drawing a tile at random.
The lowest lettered tile starts. In the case of a tie, the player
drawing the tile with the lowest number starts.
- If two (or more) of these tiles are adjacent, they do not
form a hotel chain. Instead, a player must add another tile to
the group to form a chain. They then get the free share for starting
- Your turn ends when you pick up a replacement tile. Play then
passes to the next player, and shares can no longer be purchased.
- Games should be played with all shares and cash visible in
a pile, and remaining in plain view at all times. Further inspection
of said piles for exact quantities and/or keeping a record of
transactions is not allowed.
- When purchasing shares, players must announce what they are
buying and how much they are paying. People may inquire what
stock others purchased their last game turn.
- You are not obliged to end the game if you do not wish to
and think that it is to your advantage to continue. If you do
end the game however, you may end it at any point in your turn.
- In the event of a tile being played that merges three or four
chains, the largest chain takes over the others. It takes over
the subsidiaries in order from largest to smallest. In the case
of a tie, the player who laid the tile chooses the order.
- Once a piece has been placed on the board, it cannot be retracted.
- Permanently unplayable pieces are placed on the side of the
board before drawing replacement tiles. They will not be placed
on the board except to demonstrate they are unplayable and then
will be exposed face up on the side of the board for the rest
of the game. If an unplayable tile is drawn as a replacement,
the player must wait until his next turn to discard it as unplayable.
- In the interests of speed, a player may count remaining cards
in the reserve pile for all hotel chains anytime during another
player's turn provided it does not interfere with play. During
his own turn, the player may count a maximum of two chains.
The GM will provide a 3D Building
puzzle for the winner.