The German Invasion of Spain …
El Grande is a multiplayer game of territorial control.
The map depicts Spain, divided into nine provinces into which
players place their forces. While there is no combat, players
select option cards which can rearrange the forces on the board
or make parts of the board off-limits.
Players bid for the order of choosing these option cards,
but the higher bids carry the penalty of giving fewer troops.
Thus, the game is a balance between resource acquisition and
use; players must know when to ’lay low’ in order to restore
their forces. It is equally important to give other players good
reason to do things which help your cause while they optimize
their own scoring.
The tournament will have three Heats. The top 25 players will
advance to the semifinals; be sure to check the event Kiosk for
your status following each Heat. Winners of semifinal games will
compete in a 5-player Final.
All games will be limited to two hours, including semifinal
and Final Rounds.
This is a B level event. If you have not played the game before,
be sure to attend a teaching session before you play.
1) No expansions: This tournament uses the base game
2) Game Size: Default game size will be 5-players,
with 4-player games as necessary.
3) Table Assignments: Players who have set up their
own games will play at their table. To save time, all other players
will be randomly assigned to tables; however, please alert the
GM if team members or acquaintances are assigned to the same
table. The GM will switch players as necessary between games.
4) Seating Order and Start Player: Players at the table
may determine in any manner they wish.
5) Game Length: Rounds for ALL games will be 2 hours.
If the game is starting to run long, the GM will remind the players
of the time limit. If the game will obviously not finish in 2
hours, the GM may halt and adjudicate the game as he sees fit.
(Do NOT make me do this. No one will like it.) In addition, the
GM will ask all players to fill out a ballot identifying the
slowest player. Should one player be chosen unanimously by the
opponents, he/she will be considered to have finished last.
6) Score Sheet: At the completion of your game, please
fill out the top part of the table score sheet in its entirety.
All information is important for determination of tiebreakers
* The bottom part of the score sheet is only needed if players
are tied in score:
1. Most cabs in court
2. Most cabs in provinces
3. Highest unused power cards (compare each—thus a 13, 12,
7, 6, 5 beats a 13, 12, 4, 3, 1).
7) Advancement: 25 players will advance to the semifinals,
and five semifinal winners to a 5-player Final. (If fewer than
25 show for the semifinal, the size and number of games may be
adjusted at the GMs discretion.) In recent years the number of
alternates that have advanced has ranged from 0 to 7.
This is a “Heat, Most Wins” (HMWG) event. Ranking
(tie-breakers) for advancement to the semifinals will be as follows:
1. Most Wins
2. Sorting factor that includes 100 points for each win, 20
points for second, 5 points for third (in 5-player games only),
plus a percentage of your highest opponent’s score.
3. You must have at least 10 points to qualify as an alternate
(this means either a 2nd place finish or two 3rd place finishes
in non-4-player games)
The GM will post a list on the Kiosk as soon as possible after
each heat to show the top player rankings. Be sure to check the
Kiosk if you are interested in advancing. No-shows will be filled
with the players next in order.
NOTE: only the alternates listed on the posted list will be
permitted to fill in for no shows at the semifinals. I generally
put all players with at least one second place finish on the
list, and sometimes players with two third place finishes.
8) Unsportsmanlike Behavior: We are here to run a good,
fun, and competitive tournament. If you witness anything that
may constitute unsportsmanlike behavior (which may include verbal
abuse, cheating, and even excessively slow play), please alert
the GM immediately. Outcomes may involve as little as a warning
up to ejection from the game and a ban from future tournaments.
9) Tie-breakers for sixth place finish (out of the
five runners-up finishes in semifinals):
* Smallest (point) gap behind first place
* Best record according to advancement criteria in 7) above
1) The Default Ruleset will be the Decennial Edition, with
exceptions as listed below.
2) The correct total number of Caballeros for each color is
31, which includes the cube used for scoring. At the beginning
of the game, you should have 2 on the board (plus your Grande),
7 in the court, 21 in your provinces, and 1 on the scoring track.
(NOTE: The Decennial Edition has extra pieces for the expansions)
3) The number of Caballeros in players’ provinces is not open
knowledge. Players are permitted to cover or otherwise conceal
their province pieces (usually, putting them in a pile is sufficient).
Number of pieces in court is open knowledge.
4) Veto cards: No “partial vetos” will be permitted.
A Veto, when executed, cancels the entire special action it is
applied to. LIMITED negotiation is allowed between the veto card
holder and the current player, provided it is brief and does
not hold up the game.
5) Cards in the 2 stack: all cards in the 2 stack that remove
pieces from the courts or the board affect your fellow players
ONLY, and do not affect the player who executes the special action.
6) If, when required to remove Caballeros from a region by
means of the “secret” disk, the player chooses the
King’s region (or a region with none of the player’s pieces),
then the player who executed the special action gets to choose
the region from which the Caballeros get removed. This could
occur during the 2 stack action cards for removing 2 or all pieces
from a region. The same applies if 2 caballeros were required
to be removed, and the affected player chose a province with
only 1 caballero when another province with 2 or more was available.