Returned From Days of Yore …
Ivanhoe will have three separate rounds (three preliminary
heats, a semifinal, and a Final) starting at 23:00 MWF with the
Final on Saturday evening. The classification will be “B"
with the teaching demo on Tuesday night. The rules for the tournament
will be “straight out of the box.” Any game reaching
90 minutes from the start signal will be adjudicated at that
point except for the Final round. Although the GM/ Assistant
GM will attempt to call out the time as needed, all players are
responsible for knowing when games are expected to be complete.
All games must be started within ten minutes of the official
start signal from the GM. No further entries will be allowed
once all players have been assigned a table.
Each color chip is assigned a number value. Purple chips are
, Red chips are , Blue chips are worth , Yellow chips
are worth , and Green chips are worth . Tie-breakers for
place will be determined first by the highest value of the last
color won, then by the value of the last color won in lieu of
a second purple (trade-in). If a chip is subsequently lost by
losing a tournament with a Princess supporter, that chip will
not be valid as a tiebreaker. Last Chip and “trade in"
chip values must be recorded on the score sheet. Instructions
on completing the score sheet will be on the score sheet. The
GM and/or Assistant GM will attempt to collect the score sheets
AT THE INDIVIDUAL GAME TABLES to verify that all information
is complete, BUT EACH PLAYER is responsible for verifying that
their data is correct and complete. Tie scores with incomplete
chip data will not be eligible to win tiebreakers. Total scores
may also be used to determine advancement into the semifinal
or Final round (see below).
Players can enter one or more Heats without limit. Players
in all heats, semi and Final rounds are expected to be checked
in (or in line to check in) and ready to play by the officially
posted start time. The semifinal round will advance a pre-designated
optimum number of players to fill the Final round: i.e. 25 players
for a 5-player game, 16 players for a 4-player game. But in all
cases no more than half of all players who participated in the
preliminary heats will advance to the semifinal. If insufficient
winning players advance to the semifinal, non-winning players
having the highest scores will be advanced instead. Because of
the limited number of semifinal games and the minimal setup required,
semifinal matches are expected to start promptly at the GM’s
signal. Eligible players not ready to play at that time may forfeit
their seat to an alternate player. Requests for minor delays
must be made to the GM prior to the start signal. Delays (of
no more than ten minutes) may be granted by the GM, but only
with unanimous consent of those playing in the delayed game.
The Final will be held at the posted time unless unanimously
agreed upon by the finalists and the GM. Any requests to move
the Final must be made immediately after the finalists and alternates
are posted and a decision will be made immediately. Changes to
the Final schedule will be posted with the list of finalists
and alternates. Finalists and alternates will be notified directly
when possible. The Final will start promptly and an alternate
(or alternates) will be seated if necessary to fill the table.
HEATS: Most Wins (HMW) The following tiebreakers (in order)
will be used to determine advancing players.
1. Most Wins (total from all heats entered)
2. Win in first heat entered
3. Win in second heat entered
4. Win in third heat entered
5. Highest individual game score from any heat entered
6. Average finish in all heats entered (e.g., a 2nd and two 3rds
= 2.67 and beats two 2nds and two 4ths = 3)
7. High dice roll