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War of the Worlds 21st Century
Style ...
Tournament Format
Play one game in a heat. Enter as many heats as you'd like,
with best finish considered in seeding. Top 25 finishers advance
to Semi-Final. Top five finishers advance to final. The "Ender
Award" will be presented to the player who eliminates the
most worlds during the tournament. Please note, this is a Beginner's
Event, which means that the game will be taught only to those
attending the scheduled demo in Paradise Terrace..
HEATS
TABLE ASSIGNMENT: The GMs will assign four or five players
to each table. No relatives or teammates may play at the same
table prior to the final. Otherwise, seating will be random,
with the option of spot adjustments as determined by the GM.
SCORING: Each table will play one game, with scores at finish
determining finish. If there is a tie for the most influence,
the tied players determine the value of the cards in their hands.
Each ally ship or ship of a surviving world is worth double its
value. Each ship of a surrendered world is worth its face value.
Each technology card is worthless. The tied player who has the
highest-valued Hand finishes higher. If still tied, the tied
player who played last finishes higher. (If the players fail
to resolve ties, the GM will break them based on her whim.) Once
a new betting round has begun, no spoils of war may be granted
for the previous round. Once the cards are picked up off the
table after the last round, no scoring adjustments may be made.
SEATING: At the start of each game, seating at the table
will be randomly determined by drawing cards from one suit in
the deck or rolling dice and placing players in clockwise numerical
sequence from lowest to highest, or any other way agreeable to
all players.
ADVANCING: A maximum of 25 players will advance to the second
round. If there are more than 25 table winners, the top 25 seeds
will advance. Seeding will be determined based on the table winner's
score as a percentage of the runner-up's score. (Ties will be
broken based on the table winner's score as a percentage of the
sum of the second and third players' scores.) Players will be
ranked in order according to highest to lowest percentage. If
there are fewer than 25 table winners for the second round, it
will be filled out with alternates to ensure five players per
table. Additionally, some alternates will be substitutes for
dropouts at the start of the next round. The order among alternates
will be determined by: 1) Finish order; 2) Player's score as
a percentage of table winner's score; 3) Player's score as a
percentage of table score; 4) Player's total score. Check the
event Kiosk in the Salon hallway to determine your Alternate
status.
TABLE SCORING FORMS: Players will complete the scoring form
for the table, listing the players, scores, finish, and other
information. Please keep track of the world surrender information,
indicate any remarkable events that occurred during the game,
make comments about the way this tournament was run on the back
of this score sheet. Turn this form into the GM after you've
finished playing your game.
SEMI-FINAL ROUND
The semi-final will be the same format as the heats.
ADVANCING: Each table winner in the semi-final round will
advance to the final round. No alternates will advance from the
semi-final round to the final round unless a winner fails to
appear for the final.
FINAL ROUND
The final will be the same format as the heats.
Rules Interpretations
Table talk suggesting alliances or a specific course of action
is permitted; however, such verbal agreements are not binding.
The only restriction is that you may never show any card to another
player until you play or discard it, except as required by the
rules of play. If you show a card by "accident" or
otherwise, the player to your left draws one random card from
your Hand which is discarded as a penalty. (Thus, any card played
is played. You can't take it back.)
Revealing a secret base is done instead of placing an unplayed
base. The Garrison ship is returned to your hand. (If the world
has already surrendered, the Garrison ship is placed in the discard
pile and is considered your ship card play.)
Spoils of victory are awarded when a world surrenders, starting
with the player whose turn it is and proceeding clockwise. Once
the next round has begun, no spoils of victory can be awarded
for the previous round.
There is no limit to the number of cards you can hold in your
hand. At the end of your turn, you may either draw one new card
from the Draw pile or pick up all the card(s) in your Reserve.
If the Draw pile is exhausted, you may not draw new cards.
Any undefended, visible Base on any row can be attacked by any
Fleet Ship with a combat opportunity. A Base is undefended if
it has no ship in the current row of the world's column.
If you are not already governor of a world when you play your
ship card, you may not use that Governor's power that turn; however,
you may use a Governor's power in the same turn you become Governor.
The ship you play need not survive the action phase to trigger
use of the Governor's power.
You don't have to be governor of a world to use a ship's power.
If you play a ship card, you may use the power listed on the
card or attack with the card, as appropriate, regardless of who
is the governor of the world.
Facedown ships cannot use their ship power (even when turned
face-up during the World Surrender Phase); however, facedown
ships defend bases.
When the Governor of the Divergence exercises his or her power,
he or she may play a second ship in the Action Phase after the
first ship's power (including attacks) is used or forfeited.
The second ship may not be played in the Divergence column. If
the second ship is played on a world with the same Governor,
the world's governor power may be exercised.
Technology cards augment a player's ability for the duration
of a round (until a world surrenders), except Advanced Processing,
which may be used only once.
If no player at the table can either play a card or discard a
card, the game ends, and the winner is determined by calculating
the value of the bases on all remaining worlds.
Late Arrivals and Long Games
Late arrivals will be accommodated in the heats, as possible,
if a full game (five players) can be formed; however, all games
must be completed by the end of the scheduled period. For the
semi-final and final rounds, players must check in with the GM
by five minutes after the beginning of the scheduled round or
they may be disqualified, if an alternate has already checked
in to replace them. Games that are not complete by the end of
two hours may be adjudicated by the GM, at her discretion.
Changes from Last Year
The "Ender Award" will be presented to the player who
eliminates the most worlds during the tournament.
Rule Adjudication
For any game that the GM is playing, an assistant GM will make
any necessary adjudication. Decisions made by the GM (or assistant,
as necessary) are final.

Bonus
Medalists (plaque winners) will receive GMT merchandise credits
of $15 for 1st, $10 for second, and $5 for third place.
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