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Under New Management ...
Prospector, captain, mayor, trader, settler, craftsman, or
builder? Which roles will you play in the new world? Will you
own the most prosperous plantations? Will you build the most
valuable buildings? Your goal: achieve the greatest prosperity
and highest respect! A unique game system lets players choose
the order of phases every turn. For 3-5 players, aged 12 +; length:
90-120 minutes; author: Andreas Seyfarth.
WBC PUERTO RICO TOURNAMENT RULES
Puerto Rico will again have three preliminary heats
and three elimination rounds. In the heats, players will be paired
at random in 4-player games. If we have an odd number, the remaining
games will be 3-player (no 5-player games). Players with games
are urged to bring them to the heats to assure that we have enough
copies. We will not be using any expansion buildings. Because
PRO is classified as a "B" event this year,
newcomers must attend the demo in Paradise Terrace if they expect
to be taught how to play. No instruction will be available during
the event. Do NOT expect to learn the game as you play in the
event.
There will be no significant changes to the tournament format
from previous years. Because Puerto Rico is a MESE event,
the standard HMW rules for advancement will apply. The following
additional game-specific tiebreakers (see HMW Tiebreak Rule 6)
will also apply:
1 - Number of seconds
2 - Fewest points behind the winner in the best game - here a
low number is best (i.e., losing on a tiebreak yields a 0 result,
losing by one a -1, etc.).
3 - Head to head results among tied players, if appropriate.
4 - Random plantation draw or coin flip (if needed).
With an extra elimination (quarterfinal) round, we hope to
have all heat winners advance and possibly some alternates -
as has been the case since 2004. Once all heat winners are accommodated,
those with multiple wins in the preliminary games will be eligible
to possibly receive a bye to semifinal round games. Players with
multiple wins not receiving byes will be seeded into the quarterfinal
round games. The semifinals will consist of four 4-player games,
and the quarterfinals will consist of a variable number of 4-player
games depending on the number of advancing heat winners, subtracting
out any multiple heat winners with byes to the semifinals.
There will be bidding for seating position starting with the
first elimination (quarterfinal) round through to the Final.
See "Bidding for Seat Position" below.
These are the official rules for the WBC Puerto Rico
tournament.
GETTING STARTED: Players with games will be asked to
set up at designated tables as instructed. The remaining players
will select a card with a table number on it and go to that table.
Your card is your voucher to play; please do not mark or write
on them as they will be re-used. Each table will be provided
with a scoresheet that you should start filling in once the Governor
for the first turn is randomly selected (that player's name and
badge information should go in seat 1, then around to the left,
etc). Please make sure to write players' names and badge numbers
LEGIBLY on the score sheet so that the appropriate player(s)
will be credited with wins, seconds, etc.
PAIRINGS: All pairings in the preliminary heats will
be random except as follows. Players should not play with teammates,
particularly if one of them has selected PRO as their
team game. If you are randomly paired with a teammate or someone
you prefer not to play with, you have the GM's blessing to simply
switch off with another table.
SPECIAL OPTIONAL PAIRING RULE: All preliminary round
games this year will be 4-player games (in the event of an odd
number, the remaining games will be 3-player, NOT 5-player).
In the third preliminary round, any player that has played an
indigo seat in both of the prior rounds AND lost in both games
can request a corn seat in the final preliminary round game.
Similarly, although the statistics favor corn seats over indigo,
any player that has lost two games with corn can request an indigo
seat, and these requests will be honored. Furthermore, in the
last preliminary round, we may pair some one-game winners together
in order to ensure that an optimal number of one-game and two-game
winners are available for advancement to the elimination rounds.
Also, although it cannot be guaranteed, we will try to ensure
that players face different opponents in their preliminary round
encounters, keeping in mind that with 100+ players, it may not
be possible to honor all requests in a timely manner.
WHEN YOU FINISH YOUR GAME: The rest of the information
on the score sheet should be completed at the end of play. The
score sheet will be used to track results and to compile statistics
on the game.
All information, particularly players' names, badge numbers
and final positions, should be LEGIBLE so that the appropriate
result will be entered. Feel free to add any comments about the
game on the back, and return completed score sheets to the box
labeled "Score sheets" near the event kiosk. This is
the only way you will receive credit for playing in the tournament.
Games should be completed in two hours or less. If a game is
running long, players will be asked (about 15 minutes before
the end of the two-hour round) to complete one more turn and
determine scores as if the game had finished.
ADVANCING TO THE NEXT ROUND: Players are free to play
in every preliminary round game. Advancement to the next round
will use the mandatory tiebreakers adopted by the BPA for all
HMW events, which are:
1. Most Wins
2. Win in first heat entered
3. Win in second Heat entered
4. Win in third Heat entered
5. GM specific tie-breaker, the following game-specific tiebreakers
will be used to break any remaining ties:
1 - Number of seconds
2 - Fewest points behind the winner in the best game - here a
low number is best (i.e., losing on a tiebreak yields a 0 result,
losing by one a -1, etc.).
3 - Head to head results among tied players, if appropriate.
4 - Random plantation draw or coin flip (if needed).
ELIMINATION ROUND PLAY: There will be a quarterfinal
round, a semifinal round and a 4-player Final. All elimination
round games will be 4-player games. The top performers in the
preliminary rounds will be offered byes into the semifinal game.
In deciding the optimal number of players to be offered such
byes, the first objective of the GM is to assure that (hopefully,
like last year) all winners of at least one game advance to the
quarterfinal round. A secondary objective will be to assure that
as many two-game winners advance with byes to the semis as possible.
If not all two-game winners can be accommodated in this way,
we will ask sufficient volunteers among the two-game winners
to play in the quarterfinal round, with such players being seeded
such that none will meet each other while also providing sufficient
spots for other two-game winners to accept byes into the semis.
If such volunteers are not forthcoming, the GM reserves the right
to select among those players present via a random draw. This
system rewards good play throughout all heats of the tournament
and provides a little extra incentive for players who have won
a game to continue playing for multiple wins and one of the coveted
byes. The number of quarterfinal round games will depend upon
the number of winners in the heats, excluding any multiple game
winners who were offered and accepted byes. Any additional spots
will be made available to those on the Alternate list using the
criteria outlined above. All quarterfinal game winners will advance
to the semifinal round, along with {if needed) the top runners-up
(i.e. those closest to winning, meaning that a loss on a tiebreak
is better than losing by one point, losing by one is better than
losing by two, etc.). An Alternate list will be prepared in advance
of both the quarterfinals and semifinals and posted at the tournament
kiosk; any player eligible to advance who cannot continue in
the elimination rounds because of schedule conflicts is urged
to notify the GM/assistant GM and/or post such information on
the tournament kiosk.
The four winners of the semifinal games will advance to play
a 4-player Final, and the two closest runners-up in those games
will be awarded fifth and sixth place (provided they do not advance
as Alternates to the Final).
Ties among runners-up for advancement to the semifinals and/or
the fifth or sixth place laurels will be broken by:
1- Any prior head-to-head results among the tied players.
2- Overall prior record in prior rounds of the tournament.
3- Coin flip or random plantation draw.
BIDDING FOR SEAT POSITION: All quarterfinal, semifinal
and Final round games will use mandatory bidding for the seats.
Each player will randomly draw a plantation tile from a set of
one each of four types. The trading house values determine initial
bid order, highest to lowest. For bidding in the semifinal round
games, anyone advancing with a second place finish in the quarterfinals
must pick last at his table (and hence will be assigned the lowest
valued plantation). Similarly, anyone advancing to the quarterfinal
round games with fewer wins will be assigned lower valued plantations
than those with more wins, who shall be assigned higher valued
plantations and therefore be among the first to bid.
Going around in plantation order value (coffee goes first),
each player will place a matching plantation tile on a bid value
ranging from 0 to 5.0 VP (in increments of 0.5 VP) on a chart
to be furnished by the GM. Bids may be zero but in all instances
must be higher than any previous bids for a particular seat.
Any player who has been outbid will have his marker removed and
will, when his urn comes, bid again--either a higher value for
the same seat or a different amount for another seat. A player
whose bid is not topped by another bid does not get another bid
-- instead the bidding goes around to the next player without
a bid marker in play. The process continues until all players'
bid markers are on a different seat, with the resulting bid representing
the VP handicap to be assigned for that particular game. These
VP handicaps will be noted at the top of the particular seat
position (1, 2, 3 or 4) on the scoresheet above the player's
name and will be subtracted from that player's VP total at the
end of the game.
To assist players in determining choice of seats and an appropriate
bidding range for each seat, consider the following statistics
collected from 633 4-player tournament games played from 2002-2010:
Seat #1 (indigo): 41.82 scoring average, 128 wins (20.0%)
Seat #2 (indigo): 41.00 scoring average, 123 wins (19.2%)
Seat #3 (corn): 43.89 scoring average, 195 wins (30.5%)
Seat #4 (corn): 43.83 scoring average, 194 wins (30.3%)
NOTE: Total wins equals 640 because of double winners in seven
games.
INDIVIDUAL GAME TIEBREAKERS: In the preliminary rounds,
if two or more players are tied in points and in both doubloons
and goods (a rules tiebreaker), then all such tied players will
be awarded the tied position, be it first or second. Other players
behind them do not move up a position, however.
In all elimination round games (including the Final), the
player who accepted the higher VP handicap will be awarded the
position. If still tied, the tie shall be broken in favor of
the player with the best result in the prior rounds' games (all
wins counting equally). If still tied, then go to a coin flip
or random plantation draw. [Please note that this is a change
from previous years].
RULES CLARIFICATIONS: The 2002 Rio Grande standard
game rules (in English) will apply. The following serves to clarify
some situations that might raise questions:
1. There is an error on the printed Guild Hall; the rules
are correct - its bonus applies only to non-violet production
buildings.
2. Use of a manned violet building (including the wharf) is
always optional. If you opt to use the wharf, then you must ship
all goods of the selected type, however. If you opt not to use
the wharf, you must ship per the normal rules if an appropriate
ship is available.
3. When order within a phase or sub-phase is important (i.e.,
placement or movement of colonists in a Mayors' phase, or warehousing
at the end of a Captain's phase), you start with the person who
selected the mayor or captain and go clockwise around the table.
Any player has the right to "call the order" during
a Mayor phase.
NOTE: Anyone playing in the Final should expect that this
will be done in all Mayor phases in part because we will be keeping
track for a likely Series Replay. If this is the case, players
should expect that no more movement of colonists will be allowed
once the decision is passed to the next player in sequence.
4. Remember if one of the three game-end triggering events
occurs, you play until the end of a complete round (which means
until everyone has had an opportunity to select a character card
and all phases triggered by those cards are completed).
5. VP chits are to be kept secret by turning them face down;
all other items in the game are public.
6. If you are playing a 4-player game, be sure to follow the
Rio Grande Rules for 4-player games. When removing colonists,
remember a 4-player game has 21 fewer colonists in total, 20
less in supply but also one fewer on the ship (75 and 4 for a
total of 79 versus 95 plus 5 in the 5-player version). Similarly,
there are 21 fewer colonists needed for a 3-player game compared
to a 4-player game, and also remember to reduce the number of
VP chits available depending on the number of players as stated
in the rules.
7. If a player has an active harbor and a wharf, when shipping
during the Captain's phase it is permissible for that player
to ship a type of good to fill a regular ship (thus obtaining
the harbor VP bonus) and then in a subsequent shipping round
to load the remainder of that same type of good on the wharf
(again obtaining the harbor VP bonus for the same type of good).
8. Use of all roles and privileges is always optional, with
the exception of shipping during the Captain phase (which is
mandatory unless using the Wharf). In the event a player declines
colonists, during the Mayor Phase, such colonists are to be removed
from the game and not placed back on the ship or distributed
to other players.
9. Finally, if the VP chits run out on the last turn, be sure
to record the number of virtual VPs on paper and add them to
the score of the appropriate players. Also, in the semifinal
and Final games, please remember to subtract out the VPs bid
to arrive at a player's final score for the game.
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