Galaxy

Updated 4/20/2014

GXY   HMWG   
    18     19   
    17    18     20     
      9    18     20   

 Limerock    Strasburg       Terrace 3

Dan Eshleman, LA

2013 Champion:

2nd: Max DuBoff, NJ

3rd: Mark Mitchell, VA

4th: Christian Winicki, CT

5th: Drew Duboff, NJ

6th: Craig Melton, VA
Event History
2000    James Pei     96
2001    Steve Cameron     87
2002    Jon Shambeda     75
2003    Rob Winslow     60
2004     Joe Burch     58
2005    Sean McCulloch     48 
2006     Dan Eshleman     43
2007     John Keating     46 
2008    Mark Mitchell     41
2009     Joe Burch     44
2010    John Keating      41
2011    Rob Winslow     39
2012    Steve Cameron     37
2013    Dan Eshleman     44

Mark Mitchell, VA
2014 GM

Links

   

War of the Worlds 21st Century Style …

FORMAT
Play one game in a heat. Enter as many heats as you’d like, with best finish considered in seeding. Top finishers advance to semi-final. Those five winners advance to Final. Note: This is a Beginner’s Event, which means that the game will be taught only to those attending the scheduled demo in Paradise Terrace.

TABLE ASSIGNMENT: The GMs will assign four or five players to each table. No relatives or teammates may play at the same table prior to the Final. Otherwise, seating will be random, with the option of spot adjustments as determined by the GM.

SCORING: Each table will play one game, with each player’s final score determining finish. If there is a tie for the most influence, the tied players determine the value of the cards in their hands. That means, if a player has any cards in his/her Reserve, they do not count towards tie breakers! Each ally ship or ship of a surviving world is worth double its value. Each ship of a surrendered world is worth its face value. Each technology card is worthless. The tied player who has the highest-valued Hand finishes higher. If still tied, the tied player who played last finishes higher. (If the players fail to resolve ties, the GM will break them based on his whim.) Once a new betting round has begun, no spoils of war may be granted for the previous round. Once the cards are picked up off the table after the last round, no scoring adjustments may be made.

SEATING: At the start of each game, seating at the table will be randomly determined by drawing a poker chip with a table number and seat number on it.

ADVANCING: My goal this year is to try and fill the semifinal round with ONLY table winners from the heats, and I want to get somewhere between 16 and 20 different winners. In order to do this, I want to try and make the heats strictly 4-player games. But, keep in mind, that if I get 15 different winners after two heats, and get a similar number of players for each of the next two heats, I’m likely to manipulate the number of players in each game to prevent the number of winners from exceeding 20. By doing this I also hope to avoid having to turn someone away from the semifinal because they only have one win and another player has two, but again, the priority for the semifinal is going to be 16 or 20 players. If I get one of those exact numbers to appear for the semifinal, then it won’t matter how many wins you have. I’ll still keep track of all second place finishers, but I’m not really excited about doing all of that math to try and figure out how to get any second place finishers included. Short of that lucky outcome standard HMW tie breakers will be used, as follows.

ADVANCEMENT TIE-BREAKERS: In Multiple Entry, Single Elimination events for multi-player games, players possibly qualify for Single Elimination play in the second round by winning any of up to four preliminary Heats. Occasionally, players may advance wihout winning a heat. Players can enter one or more Heats without limit. All events for most multi-player games consist of three rounds; an opening Round consisting of two to four Preliminary Heats, a semifinal and a Final. The semifinal round will advance a predesignated optimum number of players to fill the second round; i.e., 25 players for a 5-player game, 16 players for a 4-player game, etc. but in all cases will advance no more than half of all players which participated in the Preliminaries. If insufficient players advance to warrant a semifinal round, the scheduled semifinal will instead become the Final.

Heats: Most Wins (HMW)—Standard tiebreakers used to trim the field or identify alternates to complete the field, as listed below in the following order:
1. Most Wins (e.g., total in all heats entered);
2. Win in first Heat entered;
3. Win in second Heat entered;
4. Win in third Heat entered;
5. Win in fourth Heat entered;
6. GM specific tie-breaker, closest % of the table winner’s score achieved by a runner-up
7. Average finish in all heats entered (e.g., a 2nd and two 3rds = 2.67 and beats two 2nds and two 4ths = 3); and
8. High dice roll.

TABLE SCORING FORMS: Players will fill out the scoring form for the table, listing the players, scores, finish, and other information. Please keep track of the world surrender information, indicate any remarkable events that occurred during the game, make comments about the way this tournament was run on the back of this score sheet. Turn this form into the GM after you’ve finished playing your game.

Rules Interpretations
1. Table talk suggesting alliances or a specific course of action is permitted; however, such verbal agreements are not binding. The only restriction is that you may never show any card to another player until you play or discard it, except as required by the rules of play. If you show a card by “accident\” or otherwise, the card is considered played and the player to your left draws one random card from your Hand which is discarded as a penalty. (Thus, any card played is played. You can’t take it back.)
2. Revealing a secret base is done instead of placing an unplayed base. The Garrison ship is returned to your hand. (If the world has already surrendered, the Garrison ship is placed in the discard pile and is considered your ship card play.)
3. Spoils of victory are awarded when a world surrenders, starting with the player whose turn it is and proceeding clockwise. Once the next round has begun, no spoils of victory can be awarded for the previous round.
4. There is no limit to the number of cards you can hold in your hand. At the end of your turn, you may either draw one new card from the Draw pile or pick up all the card(s) in your Reserve. If the Draw pile is exhausted, you may not draw new cards.
5. Any undefended, visible Base on any row can be attacked by any Fleet Ship with a combat opportunity. A Base is undefended if it has no ship in the current row of the world’s column.
6. If you are not already governor of a world when you play your ship card, you may not use that Governor’s power that turn; however, you may use a Governor’s power in the same turn you become Governor. The ship you play need not survive the action phase to trigger use of the Governor’s power.
7. You don’t have to be governor of a world to use a ship’s power. If you play a ship card, you may use the power listed on the card or attack with the card, as appropriate, regardless of who is the governor of the world.
8. Facedown ships cannot use their ship power (even when turned face-up during the World Surrender Phase); however, facedown ships defend bases.
9. When the Governor of the Divergence exercises his or her power, he or she may play a second ship in the Action Phase after the first ship’s power (including attacks) is used or forfeited. The second ship may not be played in the Divergence column. If the second ship is played on a world where the player is Governor, the world’s governor power may be exercised.
10. Technology cards augment a player’s ability for the duration of a round (until a world surrenders), except Advanced Processing, which may be used only once.
11. If no player at the table can either play a card or discard a card, the game ends, and the winner is determined by calculating the value of the bases on all remaining worlds. As you may understand, this means that it IS possible for a game to end with more than three worlds surviving.

Late Arrivals and Long Games
Late arrivals will be accommodated in the heats, as possible, if a full game (five players) can be formed; however, all games must be completed by the end of the scheduled period. For the semifinal and Final rounds, players must check in with the GM by five minutes after the beginning of the scheduled round or they may be disqualified, if an alternate has already checked in to replace them. Games that are not complete by the end of two hours may be adjudicated by the GM, at his discretion.

Changes
When a player a)plays/discards the last card in their hand, b) has at least one card in their reserve, AND c)t he draw deck has been exhausted, they MUST pick up those cards from the Reserve as their action in the Draw Phase. They are not allowed to leave the cards in Reserve and thereby “passing” whenever it comes around to their turn again so as not to have to play a card that is in their Reserve that they don’t want to play.

Rule Adjudication
For any game that the GM is playing, an assistant GM will make any necessary adjudication. Decisions made by the GM (or assistant, as necessary) are final.



The winner will receive GMT merchandise credits.
 GM      Mark Mitchell  [10th Year]   NA
    markm5963@aol.com    571-2768929  

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