a quick Euro for two
Lost Cities is an easy-to-learn two-player card game,
and an excellent test for all gamers, age and gender neutral.
The tournament will consist of heats that will determine qualifying
players to advance to the Single Elimination (SE) Rounds concluding
with the Championship (see Heats). 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.
Heats: The event uses three (3) heats—each played on
a different day, which comprise Round 1, and will be followed
by 30 minute SE Rounds on Saturday evening. Players may play
in as many of the three heats as they wish. The Heat is one game
of three hands per two players registered. EXCEPTION: In the
third Heat, time has been allotted for a second game to be played
ONLY between winners of the first game in the 3rd Heat. This
allows 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. Also, before play, opponents will count the cards
to verify that the deck is complete with sixty (60) cards. Each
game will be three 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.
Advancement Tie Breakers: No tie breakers are required
as only winners of two or more Heats will be eligible to advance
to the SE Rounds.
Single Elimination Rounds: Single Elimination rounds (SE)
will begin Saturday evening with Round 2, and run continuously
through the Championship Round. Once it begins, the SE Rounds
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 ten 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 ten-sided die will prevail.
If the field of players for the early SE Rounds is an odd number,
then the GM will play as an eliminator. Beginning with the Quarterfinal
Round, 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) Higher score in immediately preceding
Round, 2) Most successful expeditions with investors in immediately
preceding Round (Score 0 or positive number), 3) Most successful
expeditions in immediately preceding Round (Score 0 or positive
number), or 4) Higher roll of a ten sided die.
Places 1 through 4 will be determined by game results in head-to-head
competition. Places 5 through 10 will be determined by using
the approved WBC rules.
Jarett Weintraub will host a Juniors version for those 12 and
under Wednesday at 9 AM in Vistas CD. See http://www.boardgamers.org/yearbkex/jnrpge.htm