|
Another Entry in the Card Driven
Series ...
Welcome to the second year of Manifest Destiny at WBC. The
initial year was a smashing success as Harald Henning took home
the inaugural crown as Quebec. We hope to have even more
participants this year.
Manifest Destiny is a card-driven, multi-player strategy
game for the entire family that is intended to capture the spirit
ofAmerica. There are opportunities for both cooperation and competition.
Let's keep it clean and fun.
Rules: The two most important rules are: (1) have fun;
and (2) no whining! The rest of the rules are in the Rule Booklet
and in GMT's Living Rules at gmtgames.com.
No Experience Necessary: No experience is necessary
to play, but all players must have played previously, read the
rules, or attended a teaching demonstration (the Demo is Wednesday
at 1). The Reference Book has a description of the cards and
product pay outs, which may be helpful as the game proceeds.
Game Length: The game takes 3-4 hours to play. After
approximately 3.5 hours I reserve the right to end any
game at the end of the next Acquisition Phase.
Players will save a lot of time if they plan ahead, particularly
in the Acquisition Phase. Each player has their own set of deeds
and players can allocate money for purchases of progressions
and tokens ahead of time, which will save a lot of time.
Semi-Finals:Players who win a heat will probably qualify
for the semi-finals. If fewer than 15 heat winners appear
for the semi-final, second place finishers who are present will
be chosen to round out the field in order of how close they were
to the winner. If more than 25 heat winners appear for the
semi-final, semi-final qualifiers will be determined using the
WBC standard MESE tie-breakers as follows:
MESE 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 MESE events for multi-player games consist of three rounds;
an opening Round consisting of two to four Preliminary Heats,
a semi-final and a Final. The semi-final round will advance a
predesignated optimum number of players to fill the second round;
i.e., 25 players for a five-player game, 16 players for a four-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 semi-final round, the scheduled
semi-final will instead become the Final.
NEW MESE TIE-BREAKERS: A Preliminary Heat win will NOT in
itself guarantee advancement. All MESE events will advance the
optimum number of players to the next round based on the following
tie-breakers without exception.
1. Win in first Heat entered
2. Most Wins
3.Win in second Heat entered
4.Win in third Heat entered
5.Win in fourth Heat entered
6. has brought a copy of the game if needed for next round; otherwise
GM may substitute game specific tie-breaker
7. average finish in all heats entered; e.g., a 2nd and two 3rds
= 2.67 and beats two 2nds and two 4ths (average: 3)
8.high dice roll
"Win and you're in" is no longer a given although
it is a strong possibility. This system of tie breakers encourages
repeat play in Heats without requiring it. A single win (especially
in the first Heat entered) will probably advance that winner
but is not guaranteed to do so. Conversely, players who continue
to play additional heats after winning a Preliminary game only
enhance their chances of advancement without damaging their prospects,
but a player who wins their only Preliminary game will probably
advance without investing further time in Preliminary play. Meanwhile,
non-winners who continue in Preliminary Heats will have additional
chances to qualify in search of that elusive first win since
in most events, a single win will still advance you to a semi-final
round.
Marking Expansion:Use the round colored disks to mark
new expansions, as well as for tracking turn order, Profit, and
Breakthrough steps. When a player places a Control Token in a
new territory, the player also places a colored disk in the territory
to indicate a New Presence. If the territory is captured during
another player's expansion, both the Control Token and the disk
are returned to stock. Otherwise, at the end of the turn, all
players remove their disks to indicate that any New Presence
has become an Established Presence and adjust their Profit (and
determine who gets the expansion bonus card) based on the number
of disks (i.e., New Presences).
Four disks are used as markers, leaving eight to track New
Presences and Breakthrough steps. A player can have up to seven
Breakthrough steps at a time. It is possible that at some point
in the game a player may be using a number of cylinders to mark
Breakthrough steps and may not have enough cylinders available
to mark New Presences. If this happens, once the player runs
out of cylinders, the player should use the extra white square
tokens to mark any additional New Presences.
Prizes: GMT will provide merchandise certificates
for the top four laurelists in this event.
|