In Santa Fe Rails, players build the Union Pacific, Santa
Fe, Great Northern, Kansas City, and Southern Pacific railroads
from their bases in Chicago, New Orleans, Kansas City, and Milwaukee.
The short lines, Texas Pacific, Denver & Rio Grande Western,
Western Pacific, and Rock Island, make their appearance in the
middle of the game. Players play City cards to lay claim to end-game
Victory Points for the number of railroads connected to their
cities. They lay track pieces to create the connections of the
major railroads to those cities. Special cards allow railroads
to establish Branch Lines. Players may opt to grab special cards
that allow the laying of extra tracks on a turn. Boomtowns can
be created out of small-value cities. Short line railroads can
be used to connect out-of-the-way places. The game ends when
all the track pieces for the major railroads have been used.
The Cities with the higher values and most railroad connections
will score the most.
Play in as many heats as you wish. 4-player games will be
the preferred format.
16 will qualify for the semifinals. Advancement will be
by Heats: Most Wins (HMWG)
Multiple heat winners will be split at the semifinal tables. Four
winners advance to the Final. If we have less than four
tables in the semifinals, then we’ll advance enough runners-up
to get four finalists. Percentage of winner’s score will
be the tiebreaker to determine which runnerup advances.
ADVANCEMENT TIE-BREAKERS: In Multiple Entry, Single Elimination
events for multi-player games, players possibly qualify for Single
Elimination play in the second round by winning any of up to
four preliminary Heats. Occasionally, players may advance wihout
winning a heat. Players can enter one or more Heats without limit.
All events for most multi-player games consist of three rounds;
an opening Round consisting of two to four preliminary Heats,
a semifinal and a Final. The semifinal round will advance a predesignated
optimum number of players to fill the second round; i.e., 25
players for a 5-player game, 16 players for a 4-player game,
etc. but in all cases will advance no more than half of all players
which participated in the preliminaries. If insufficient players
advance to warrant a semifinal round, the scheduled semifinal
will instead become the Final.
Heats: Most Wins (HMWG)—Standard tiebreakers used to
trim the field or identify alternates to complete the field,
are as listed below in the following order:
Most Wins (e.g., total in all heats entered);
Win in first Heat entered;
Win in second Heat entered;
Win in third Heat entered;
Most second place finishes
Best second place finish as a percentage of winner’s score
Average finish in all heats entered (e.g., a 2nd and two 3rds
= 2.67 and beats two 2nds and two 4ths = 3); and
High dice roll.
I will be playing again this year. Tom DeMarco and Bob
Wicks will be the two Assistant GMs who will always rule against
Feel free to write with any questions about the tournament. My
email is listed below.
Special Tournament Rules
Only the standard rules will be used. The Advanced game and
optional rules will NOT be used unless all players at the table
agree to use them. Each round will be limited to 100 minutes
from when the last group is organized. A 15-minute warning will
be called. At the end of 100 minutes, the current turn will be
completed plus one additional turn will be played, then final
scores will be tallied.