Renaissance in half the time
This year's format will consist of two qualifying heats, a
semi-final, and a Final. Based on the number of players in each
qualifying heat, as many 4-player games as possible will be set-up
with up to three 5-player games as needed. Only under extreme
situations (eg. very low turn out) will 3- or 6-player games
be held. Last year there were over 20 players for each
I've ranked this as a beginners welcome event. Players should
have read the rules, played previously or participated in the
2 PM Wednesday teaching demonstration before the first heat.
The semi-final round will consist of two 5-player games. Ten
players will advancing to the semi-finals based on the new MESE
tie-breaker rules using the following tie-breakers:
1. Win in first Heat entered
2. Win in second Heat entered
3. A second place finish with smaller point difference behind
the winner **
4. Average finish in all heats entered; e.g., a 3rd and a 5th
(average: 2.5) beats a 4th and a 5th (average: 4.5)
5. High dice roll
** This raw point difference is meant to favor
a 2nd place finish in a 5-player game over a 2nd place finish
in a 4-player game. 5-player games have fewer pieces per turn
which implies fewer victory points per turn which implies a closer
Players should check the game kiosk in Paradise Terrace since
semi-final alternates will be listed using the same tie-breaker
rules. At the semi-final start time enough alternates will also
advance to fill the ten semi-final seats.
The Final will consist of a single 4-player game. Four players
will advance based on the above tie-breaker rules for the semi-final
games and ignoring qualifying heat results. This means winners
and second place semi-finalists will advance. If any of those
four players can't attend the Final then the third place semi-finalists
will be the first alternates based on the same tie-breaker rules.
Heats: Please let the GM know if you have a copy of
the game when checking in and be prepared to set up your game
when asked. Players will be randomly distributed to games by
cards. All games will have four or five players. Team members
will be separated if one member has Vinci as a team game.
At each table, players will randomly determine the first player
and seating order by drawing cards or markers.
Semi-Finals: First, all preliminary game winners will
be randomly divided among the two tables, followed by runner-ups
(ie. preliminary game non-winners) being randomly divided. Where
possible, teammates will be separated.
The tournament will use all 2nd Edition Rules as included
in the current edition of Vinci available from Descartes-Editeur
(Eurogames Descartes USA). If you only have the 1st Edition,
here are the clarifications and errata.
1. Mining produces 2 extra VPs in each province with a pickaxe.
The counter and rules are correct, but the Summary of Play card
is in error.
2. Medicine should not have a 1 in a yellow circle on the counter
- it should instead have a +1 with a piece icon next to it, to
indicate the extra piece you get each turn (numbers in yellow
circles indicate VP bonuses).
3. The rules for Expansion of an Empire are contradictory - on
page 3, the rules state that one pawn must be left in each province
of an empire at the beginning of a player's turn, but on page
4, they state that provinces may be left empty. According to
the designer, the second rule is correct - you may leave a province
empty at the beginning of your turn, in which case you no longer
own it (see below for a description of exactly how a turn works).
You may NOT leave a province empty during the Reorganization
phase at the END of your turn, unless you have more provinces
than pieces (which can happen with Field General, for example).
It is still possible to have an attack cost no pawns, in which
case you must move a piece into the
conquered province during Reorganization (as per the Note on
page 4 of the rules).
4. Normally, the presence of a broken column icon on a Civilization
counter indicates that the counter remains on the board when
the owning empire goes into Decline. However, this is not true
of the Heritage and Fortification counters - they are removed
when an empire goes into Decline (it's not true for Rebirth,
either, but that seems fairly obvious). For Heritage, the icon
is there to indicate the counter's use with Declining empires,
but the Active empire has to own it. For Fortification, the icon
is there to indicate that the forts remain when the empire goes
into Decline (but it can build no new ones).
5. There were supposed to be three Barbarian counters and one
Specialization counter in the mix, but due to a misunderstanding
on the original graphic designer's part there are two of each.
To play the game exactly the way the designer intended, mark
one of the Specialization counters to designate it as a Barbarian.
Otherwise, if you draw both Specialization counters for the same
empire, replace one of them with a new one.
1. It is not entirely clear exactly how turns work after the
first one, given the rules as written. What happens is actually
pretty simple: you remove all but one piece from each province
of your Active empire (you are allowed to remove ALL the pieces
from a province if you wish, as per item 3 under Errata), add
to these any extra pieces obtained from Field General or Medicine,
and make conquests, using your current provinces as bases. When
you're done you can reorganize as per the rules.
2. If you remove all the pieces from ALL your provinces, you
may re-enter the board immediately as if you had a new empire.
3. You may attack across coastal boundaries (black lines or partial
black lines) without having Astronomy. You only need Astronomy
to attack through dark blue Sea spaces. Provinces separated by
black lines (or partial black lines) are considered "adjacent"
for all purposes.
4. The +1 bonus given for attacking from a Mountain space applies
when attacking across coastal boundaries. It does NOT apply when
attacking across Sea spaces using Astronomy.
5. If an Active empire has Heritage, and is next to the player's
Declining empire, it may attack it.
6. Diplomacy may be used against a player without an Active empire
on the board - this will prevent him or her from attacking you
with a new Active empire on his or her turn.
7. If an empire has Specialization and a counter the effects
of which cannot be doubled (all blue counters except Medicine
and Diplomacy - these and all yellow and pink counters can be
doubled), the empire just gets the normal effect of the other
counter and the number of pawns doubled plus 1.
8. Players are not limited to 25 pieces - if more are needed,
use an unused color or some other substitute.
9. Fortification allows an empire to build one fort per turn
(not one fort per province per turn). Specialized Fortification
allows an empire to build two forts per turn (not in the same
province, as the restriction of one fort per province still holds).
10. When Civilization counters are removed from the board, they
are returned to the bag.
11. When an empire goes into Decline, remove all but one piece
from each province it occupies and put a Declining marker in
each province. Forts remain in these provinces. In addition,
you remove Civilization counters without broken column icons,
plus Heritage and Fortification.
12. You are allowed to enter a province with your Active empire
that is adjacent to a province occupied by your Declining empire,
no matter what. However, if the Active empire does not have Heritage,
the Declining empire's province is immediately emptied.
player calculates their own score, subject to verification by
the other players.
If two identical Civilization tiles are drawn (tiles with
and without columns are not identical), draw another tile to
replace one of them.
A tie for position in a game is resolved by reverse turn order.
There is a 3-hour time limit on each round of this tournament.
To make sure all games finish before the time limit no game turns
are allowed to start after 2 hours 30 minutes of play. The GM
will try to make it clear how much time is remaining.
Additional information regarding the tournament can be found