goa

Updated 4/20/2014

GOA   HMWG   
   19   
   15   
     17     20

   Paradise     Strasburg    

Rod Spade, PA

2012-13 Champion

2nd: Mikko Raimi, fn

3rd: Chris Trimmer, TX

4th: Jeff Meyer, MA

5th: Alex Bove, PA

6th: Chris Moffa, NJ
Event History
2004    Perrianne Lurie    63
2005    Kevin Walsh    61
2006    Chris Trimmer    48
2007     Alex Bove    40
2008    Chris Moffa    30
2009     Alex Bove    38
2010    Alex Bove    33
2012    Rod Spade    34
2013    Rod Spade    45

Derek Glenn, KY
2014 GM

Links

  

trade your way to riches again …

Long before it was a tourist destination, Goa was one of India’s most important trade centers. In the 16th Century, Portuguese explorers competed for influence in the “spice islands". In Goa, players build ships, harvest spices, develop colonies, levy taxes, and go on expeditions in hopes of being the best explorer in the end. The classic auction/action game from Rodiger Dorn is open to advanced players this year. We will run 3-hour heats, with a 3-hour semifinal and Final. We will be trying to use the Goa 2012 (Z-Man games) version of the game exclusively (if we have enough copies) Please bring a copy of the game. Semifinal and Final will use the 2012 edition.

Heats: we will have two heats with HMW/G qualifiers. Qualify the 16 top scorers according to the following formula:
Win in first game played: 1500 points plus (your score/second place score)
Win not in first game played: 1000 points plus (your score/second place score)
Second place, 4-player game: 100 points plus 10 * (your score/winner’s score)
Second place, 3-player game: 50 points plus 10 * (your score/winner’s score).

The GM will assign players to tables. 4-player games will be preferred, but 3-player games may occur as necessary.
Semifinals/Final: we will strive for a 16-player semifinal, giving us four 4-player games and four winners to advance to the Final. Regardless of the number of semifinalists, we will have a 4-player Final.

Rules Version / Common Mistakes / Special Rules
* Seating order will be selected randomly by card draw (using bridge suit order—clubs, diamonds, hearts, spades). Do not use the method described in the rule book.
* You may not bid more ducats than you have. Any player bidding more than he has will be penalized one action in the next action phase.
* You may discard a just-purchased plantation if your plantation display is full. You do not have to discard one from your display.
* When performing the Expedition action, the player must discard before drawing or draw only enough cards to ensure that the action does not exceed his hand limit. (For example, a player at the 2/4 position on his development board who already has three cards must first decide to either draw only one card or to discard a card before drawing two.)
* The “take 2 colonists” expedition card may be played in the middle of the Found Colony action. An expedition card marked with an ’A’ in the corner must be played before the action is taken. Other expedition cards may be used before or after an action, but not during an action.
* You may use at most one expedition card each turn.
* Red tiles, dark blue tiles, and the Duty tiles may be used before or after an action, but not during an action.
* The use of a tile is never an action. In particular, the benefit of the Espionage tile does not count as the player’s action, and it cannot be modified by an expedition card with an ’A’ on it.
* The Vice-king tile advances the least-developed success marker.
* The benefit of the Re-supply tile cannot be split among spices, colonists, and ships; all items must be of the same type.
Game tiebreakers are as follows: 1) Remaining money 2) Fewest points from expedition cards 3) Player position relative to the flag (the player who ends the game with the flag has precedence, then the player closest, clockwise, to the flag-holder, etc.)

 GM      Derek Glenn [1st Year]   NA  
    dylanoligest345@yahoo.com    NA

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