a quick Euro for two
SPECIAL NOTE: 2013 brings significant changes to the
event format. Please read this preview carefully and contact
me with any questions. My e-mail address is at the bottom of
Lost Cities is an easy-to-learn two-player card game,
and an excellent game for all gamers, age and gender neutral.
The tournament will consist of three qualifying Heats each consisting
of three (3) hands. Each Heat should average 30 minutes, and
conclude with Single Elimination (SE) Rounds to determine the
Players with copies of the game should bring them! Extra copies
will be needed. This event has turned away players in the past
and will doubtless do so again this year for lack of games. Bring
a copy of the game if you expect to play!
The event uses three (3) heats - each played on a different day,
which will comprise the 1st Round and will be followed immediately
by 30 minute SE Rounds on Saturday evening (the Saturday Express).
Players may play in as many of the three heats as they wish.
The heat is one game per two players registered. EXCEPTION: In
the 3rd Heat, time has been allotted for a second game to be
played ONLY between the winners of the 1st game in the 3rd Heat.
This will allow weekend attendees, as well as weeklong attendees,
a chance to win a second game and advance to the SE Rounds.
Games will be played according to the box rules with one modification:
Before play, opponents will shuffle and cut the cards to determine
who plays first; higher numbered card plays first for the first
hand only. Each game will be three (3) hands with the best cumulative
score of the three hands declared the winner.
Only players with two or more wins in the Heats will qualify
to advance to the SE Rounds. There will be no list of alternates
this year. Note: If he does play, the GM will be acting only
in the role of an eliminator, and will not be eligible to advance.
No tie-breakers required as only winners of two or more Heats
will be eligible to advance.
Single Elimination Rounds:
Single Elimination Rounds, beginning Saturday evening with
the Second Round will run continuously through the Championship
Round. Once the Second Round begins, the "Saturday Express"
will feature 30-minute games with warnings at 15 minutes and
5 minutes, after which games will be adjudicated. Games tied
after three hands will be allowed an additional 10 minutes for
a fourth hand. If still tied after the fourth hand, then each
opponent will subtract the highest and lowest scores of their
four hands from their total in order to determine the winner.
If still tied, then the higher roll of a 10-sided die will determine
If the field of players for the 1st SE Round is an odd number,
then the GM will play as an eliminator. For each subsequent SE
Round as needed, the replacement to fill out the odd pairing
will be drawn from the losers of the immediately preceding round
using the following tie-breakers: 1) Winner of four heats; 2)
Winner of three heats; 3) Higher score in immediately preceding
Round; 4) Most expeditions earning bonus in immediately preceding
Round; 5) Most successful expeditions with investors in immediately
preceding Round; (Score 0 or positive number); 6) Most total
successful expeditions in immediately preceding Round (Score
0 or positive number); and 7) Higher roll of a 10-sided die.
Places 1 through 4 will be determined by the results of games
in the final rounds. Places 5 through 10 will be determined by
comparing the cumulative scores for those players in the round
that he was eliminated.