The first round will be 4- (first choiced), 3- (second choice),
or 5-player games.
The semi-finals will be 4-player games unless I'm overwhelmed
with more than 64 players in the first round. Semi-Final qualifiers
will be all heat winners rounded up to the next multiple of four
up to a maximum of16 players. For example, ten winners would
result in a 12-player semi-final. Since play style greatly influences
the range in which scores will occur, there is no fair way to
write hard and fast tie-breaker rules; therefore, runner-ups
who advance will be determined randomly. This means the only
way to ensure advancing is by winning; there is no good second
place strategy. If there are less players in attendance (including
alternates) for Round 2 then required, only four will advance
and Round 2 will become the Final. Standard WBC MESE tie breakers
will be in effect 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 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 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 semifinal round, the scheduled semifinal
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 semifinal
Only the winners from the Semi-Finals will advance to the
The durations are estimates.
Rob Kircher will be in the Engineer's Seat. I am going to try
to play and if I do, I will appoint two Assistant GMs who will
always rule against me :-)
Feel free to write with any questions about the tournament.
My email is lsited 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.
Late Arrivals, Didn't Bring A Copy and Long Games
assignments for the first round will be started at 8 pm. If you
arrive after that time, you may be forced to play in a group
with your friends. Once all group assignments are complete, no
latecomers will be accepted.
I will not be making 5-player games just because we're short
on games. If we don't have enough games, the latest arriving
people will not get to play.
Each round will be limited to 90 minutes from when the last
group is organized. A 15 minute warning will be called. At the
end of 90 minutes, the current turn will be completed plus one
additional turn will be played, then final scores will be tallied.