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Fine porcelain! Bolts and bolts
of fabric! Spices for sale!
Background: These are the sounds you hear as you walk
through the Italian marketplace. In Medici, you are a
merchant owner whose job is to buy the most valuable loads for
your ship and to increase the value of your goods by dominating
the associated commodity markets. However, your ship can only
carry a maximum of five loads of goods at a time. Therefore,
you have to be careful in your bidding at the auctions where
one, two or three loads are available for purchase as a lot.
The other merchants are also bidding for these valuable goods
- driving up the price of the more valuable lots. Once you have
purchased your five loads, you are finished buying for this session.
When the session ends, the merchants sell the loads on their
ships. The more valuable the items you are carrying, the more
florins you will receive, and the higher your share in each of
the five different commodity markets, the greater your reward.
Object: After three buying sessions, the game ends
and the merchant who has the most florins wins.
Rules: Each turn the active player turns cards from
the deck face up, one at a time. The dealer decides to stop turning
over cards after one, two, or three cards have been revealed.
Most of the cards contain one of the five commodities (colors)
and a value of 0 to 5. There is also one special, colorless card
with a value of 10 (representing gold). While this card increases
the value of your load, it does not help you corner any of the
commodity markets. When the dealer is finished turning up cards,
the revealed cards are auctioned off amongst the players. Each
merchant gets one bid on the revealed cards, starting with the
player on the dealer's left and ending with the dealer. The high
bidder takes the cargo and adjusts his money marker. The deal
then passes to the left and the process continues. Repeat until
all of the players have five cards or the deck is exhausted.
Once the buying session is complete, the merchants sell their
cargoes. Each player totals the value of the cargoes carried
on his/her ship. The merchant with the greatest total value receives
30 florins, the next highest merchant receives a lesser amount
of florins and so on to the merchant with the lowest value who
receives no florins. Then the players adjust their commodity
market markers by one step for each associated commodity purchased
in this buying session. Then merchants with the greatest and
second most of each commodity receive 10 and 5 florins respectively.
In addition, if a merchant has purchased six or more of any commodity
cumulatively over the three buying sessions, the merchant will
receive bonus florins during the payment for the individual commodity
as shown on the board.
Format: Players may participate in as many of the three
heats as desired. All games will have 4, 5, or 6 players (with
most having 5 players and a preference for 6 players over 4 players).
All winners advance to a 16- or 25-player semi-final Sunday.
The semi-final size is the minimum needed to accommodate all
heat winners who are present. Should more than 25 winners be
present, standard HMW tie-breakers will be used to pare the semi
to 25 winners. A few second place finishers will likely advance
to fill in the remaining spots; second place finishers will be
advanced based on the number of second place finishes. Winners
and top alternates will be listed on the kiosk following each
heat. The Final immediately follows the semi-final. No alternates
will advance to the Final under any circumstances.
Time: Each heat will last approximately 90 minutes.
There will be no announcements. Pairings will be assigned roughly
two minutes after the designated starting time. Do not be late.
Late arrivers will be assigned to tables only if they can find
four additional players. No one advances from games whose paperwork
is not turned in 110 minutes after the designated starting time.
To assist players in finishing on time, the following policies
are in force during each game:
* If a player leaves the game table for any reason that player's
moves are skipped until s/he returns. While being skipped, a
player passes on all bidding opportunities and does not draw
cards. Please remember to visit the restroom before the game.
* On his/her turn, a player must announce the start of an auction
by placing the deck of cards in front of the next player to the
left and stating, "Your bid", "Go", "What
do I hear for this fine lot," or something similar.
* Negotiations are prohibited. Table talk is OK provided it does
not slow down the game and does not make agreements.
* The GM will announce the 60-minute marks. Games which have
not finished the first and second buying sessions respectively
should pick up the pace substantially.
* The GM will also announce the end-of-game 90-minute mark. One
final round will commence at the 90-minute mark. The winner of
the game should turn in all player records.
* Keep in mind that an individual player's total playing time
for the entire game should be roughly nine minutes! Decide what
you are willing to bid before the option comes to you.
* * The player whose turn it was should adjust the buyer's money
marker and commodity market markers once the auction is complete
while the player whose turn it is now is drawing cards. Unpurchased
loads should be set aside face down in such a way that the number
of such cards can be observed. Optional: The players in
a game may agree that a single volunteer will handle all recording
with the markers throughout the game.
* The GM and assistant GMs may assign timers or penalties in
any game perceived as proceeding slowly or even remove a player
from a game altogether. The timer may be assigned with any amount
of time remaining the official believes is appropriate. Any decision
can be appealed - and will be decided by two other officials
(with the original decision being the tie-breaker). Such a decision
process occurs while the timer of the player making the appeal
is running.
Version Differences: Rio Grande Games released an American
version of the game which has a few differences from the German
version. How the differences are handled is specified below:
1. For simplicity, all players begin with 30 florins no matter
how many players are in the game.
2. The American version has an extra 5-florin bonus space on
the third highest level of each of the commodity markets which
is not present in the German version. In the tournament, the
5-florin bonus will not be paid.
3. The payment for total cargoes will be as follows.
|
Version |
1st |
2nd |
3rd |
4th |
5th |
|
4-players |
30 |
20 |
10 |
0 |
- |
|
5-players |
30 |
20 |
10 |
5 |
0 |
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