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Spiel das Jahre 1995 ...
Settlers of Catan - Everyone's favorite Saturday morning
game is still going strong at the WBC and this year is no different.
The 2013 tourney format will remain the same as 2012 - the STANDARD
GAME SETUP will be used. This year we have added a demo and classification
change to encourage new players and prizes for all winners.
The basic tournament format is a three-heat format to qualify
16 for a single elimination playoff where winners advance to
the big table. All games will be consecutive, including the playoffs
and Final, so plan for a full day. Players achieve tournament
points based on finishing position and bonus points based on
the strength of victory. Seating will be random and you will
earn 5 points for 1st, 3 for 2nd, 2 for 3rd and 1 for 4th.
The Settlers of Catan (published in the US by Mayfair,
currently 4th edition) will be the version played. The settlements
begin Saturday morning at 9AM!
GETTING STARTED: There is no signup sheet for this
event. Players with games at the event will check in with the
GM and be given a table number to set up at designated tables,
thus a guaranteed seat, so bring your copies! The remaining players
will select a card with a random 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 and collected during
the game.
Once at a table, sign the check in sheet that I will provide
to each table. Please print your name and relevant info. Once
the game is finished, place scores on the sheet and return to
the GM/Assistant GM. Scores will be entered into an excel sheet
and can be viewed by all for current score status.
Games are scheduled to be played for 1hr 55min. Time will
begin when your table has been seated; A general time check will
be announced at 1 hr, 30 min, 10 min and 1 min mark. All games
will finish when called. Scores will be calculated and returned
if there are unfinished games remaining at the time limit.
Game setup:
1- Tile Placement: all tiles will be placed in a random order.
Shuffle the land hexes together
(a) Deal one row of five.
(b) Deal two rows of four, one on each side of the row of five.
(c) Deal two rows of three, one on each side of the rows of four.
(d) Shuffle harbor hexes. Deal them alternately with ocean hexes
in between.
2- Number placement:
a. There are 18 numbers used: one #1, one #12, and two of the
following: #s 3 thru 11.
b. All numbers will be placed in the A-B-C format, as described:
Pick a starting harbor location, roll one die and count the number
of harbor locations to find your starting tile clockwise. This
tile is the "A" tile - place the A-number on it and
continue in a clockwise fashion until you reach the middle tile.
3- Count Development cards: There are 25 development
cards: 14 Soldiers, 6 Resource Cards (2 Road Building, 2 Monopoly,
2 Year of Plenty), and 5 Victory Point Cards.
a) Count all cards out face up
b) Shuffle Development deck together and place on the table.
4- Player placement:
a. Determine who is first (Highest Roll on 2D6); Play starts
from that player (player 1) and goes clockwise.
b. Player 1 places a Settlement/Road, then player 2 does
the same; this continues from player 1 to 4. (As per the rules)
c. Player 4 places a settlement/road, then places a Settlement/Road
and collects one set of resources from the adjacent tiles from
that location (one per tile). Placement is now reversed for the
second phase of placements.
After setup is complete, player 1 starts his turn as normal.
a. NOTE: the robber is active the first turn in the first round;
all players may build whatever they wish, as long as it is in
the standard rules.
GAME PLAY IN A TURN SEQUENCE (on your turn only):
(1) Player rolls the dice. Each hex marked with the number rolled
produces one resource card for each adjacent village and two
resource cards for each adjacent city. If a 7 is rolled, the
robber is moved.
(2) Player may trade resources with any other player, a harbor
or the bank.
Trading may be done with the bank as follows:
a) Default- All players can trade with the bank at a 4:1 ratio.
b) 3:1 harbor- a player may trade three of any one resource
for one of his choice.
c) 2:1 unique harbor- a player may trade any two of the required
resource for one of his choice. At any time, a player may trade
four of one resource for one of his choice
(3) Player may build as many times as desired, at the following
costs:
Road: 1 bricks, 1 lumber
Village: 1 bricks, 1 lumber, 1 wheat, 1 wool
City: 3 ore, 2 wheat & and replaces a settlement
Development card: 1 ore, 1 wheat, 1 wool
NOTE: Trading and building phase for each player may alternate
(Example: player 1 builds a road, then trades for a sheep for
ore, then finally buys a development card).
(4) Your turn ends when you pass the dice to the next player.
(5) Rules about the Robber and Titles:
The Robber: If a player rolls a "7", the following
three actions are taken:
(1) Any player with more than seven cards must discard half
of their cards, rounding down.
(2) The player moves the robber to any hex other than the
wasteland. While the robber is on a hex, that hex does NOT produce
resources, even if its number is rolled.
(3) The player steals one resource card from a player with
a village adjacent to the robber hex.
Titles: Longest Trade Route: A player gets this title card
(which is placed face up) upon being the first to building a
road of five segments or more (not counting branches)
Largest Armed Force: A player gets this title card by playing
three Soldier cards. The first player who plays the third soldier
card gets the title.
Each title card is worth two victory points. Each card may
be taken by another player upon building a longer road or playing
more soldier cards (ties go to existing holder).
WINNING THE GAME: The first player to reach 10 or more
victory points in their turn wins, instantly. You can only declare
a victory on your turn. If you do not notice or forget about
a VP card, you must wait until your next turn before you can
win the game.
Points are scored as follows:
Each settlement/ village...................................................................
1 point
Each city..........................................................................................
2 points
Each Victory Point, development card...........................................
1 point
Longest Trade Route or Largest Armed Force................................
2 points (each)
Tournament score per each game: All players earn tournament
points based on the score in the game. All point cards in their
hands and on the board count towards the final total. Tournament
points are awarded as follows:
First place in game = 5 points
Second place in game = 3 points
Third place in game = 2 points
Forth place in game = 1 point
2-way tie for second: Each player earns 2.5 points.
2- way tie for third: Each player earns 1.5 points.
3-way tie: Each player earns 2 points each.
TOURNAMENT SCORING OVERALL:
The tournament format has players "settling" in
three preliminary games. Each of these games earns the players
Tournament Points. Points are awarded based on placing 1st, 2nd,
3rd, or 4th (5, 3, 2, and 1 points, respectively). The 16 highest
scoring settlers at the end of the three rounds advance to the
semifinals.(EX: Bob has two first place wins and a third place
finish - he would have 12 Tournament Points, plus the total win
margin, as his tournament score)
The top 16 players will be advanced; typically you need at
least two wins to advance. Playoff players will be designated
1-16, with 17-20 as alternates based on the following:
1) Top overall score (15 being max)
2) Most wins
3) Top winning margin (Ex: a game ends 10-7-7-6, thus the
winner has a +3 margin; All margins are cumulative)
4) Win in game 1
5) Win in game 2
6) Win in game 3
7) Highest dice roll -- 2D6
*** Any questions or concerns, please feel free to contact
me two weeks prior to the tournament. I want this event to be
fun yet challenging for everyone, so let me know what other ideas
or concerns you might have.
Playoff Table placement: The Top 16 players will be
seated for playoffs using the following, based on the overall
tournament score for the day:
Table 1 - #1,5,9,13
Table 2 - #2,6,10,14
Table 3- #3,7,11,15
Table 4- #4,8,12,16
TOP 6 PLAYERS (Laurels): Will be based on the following: the
final four players in winning order, plus the next two players
that:
* took 2nd place in their respective semifinal
* Highest overall tournament score during the regular games
* Highest win margin
* 1st win/ 2nd win/ 3rd win
* Highest Roll of 2D6
Additional Game Rule Clarifications - ALL PLAYERS PLEASE
READ THIS:
1 The turn of a player starts when you receive the dice from
the last player - a development card may be played before the
dice roll.
2 It is not permitted to build a road beyond a settlement
(or city) of another player.
3 It is possible to build into an intersection of an opposing
players road segment, thus cutting the road into parts, as long
as no other rule is broken for the building of the road or settlement.
4 It is possible to upgrade a settlement to a city in the
same turn it was built. To do that the player must be able to
place a settlement piece on the board prior to upgrading it to
a city and thus cannot have five settlements on the board before
building the settlement he wants to upgrade.
5 If a player buys a development card with a victory point
on it, he may immediately reveal it if this is his tenth victory
point to win the game. This is only possible with development
cards that have a victory point printed on it. NOTE: It is not
allowed to immediately play a soldier after purchase, even if
this would mean to get the largest army title and win the game
- the player still has to wait until his next turn before he
can play the soldier/knight.
6 There is no distinction between the trade and building phase
on a players turn.
7 You cannot trade the same commodity (EX: wood for wood..
or wood for sheep and wood)
7 A harbor may be used in the same turn it was built.
8 A player has won as soon as they have 10 or more victory
points (although only 10 will be counted for the ranking) and
it is their turn. If they do not notice, they must wait until
his next turn before they can win the game.
9 After rolling, if there are not enough resource cards of
one type to give each player the resource cards they should get,
then nobody will receive this type of resource card. The other
resource cards are handed out to the players as usual.
10. Once a robber is released by the player placing it, the
position cannot be moved. (chess style rules).
Advancing qualifiers will receive
wooden meeples of sheep, wood. ore, etc, stuffed animals of the
same, and Mayfair shopping bags and water bottles.
Tim
Mossman will also offer a Juniors tournament in Vistas CD for
those 12 and under Tuesday at 6 PM. See http://www.boardgamers.org/yearbkex/jnrpge.htm
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