Almost Everyone’s First Wargame …
Two Swiss Elimination Heats: Two preliminary heats will take place.
Both heats are open to any and all players. Five- and six-player
games are preferred, but four-player games will occur where necessary.
Six players will advance to the Final as follows:
1. Number of first place wins.
2. Final placement in all games. Example: one first place win accompanied
with one second place finish advances before one first place win
with a third place. Any first and any other non-last place finish
advances before a first only.
3. Most opponents personally eliminated from play. Example: A winner
with three eliminations advances before a winner with two eliminations.
4. Number of players in game. Example: Six-player game winners advance
before five-player game winners, etc.
5. Lowest number of armies received in last used set of cards.
The top six players and turn order options are seeded in the Final
using the above advancements.
Game Rules:
1. 1999 Risk Game Edition Rules will be used. These are the
most recently published standard Risk official rules.
2. All games will be Global Domination Games (World Conquest).
3. All games must be played to completion; World Conquest by one player. Players
may NOT forfeit or concede their position, except when the game involves only
two players.
4. Turn Order. Highest die roll goes first. Play proceeds around the table
clockwise.
5. Initial placement of armies will take place by one player dealing out the
entire deck of cards to all players. Each player will then place one army on
each territory listed on each card in their hand. After all territories are
claimed, players continue to place two armies on their turn on any territory(ies)
they control. If ALL players at the table agree; the initial placement of armies
may take place by each player in turn, ordered by high to low die roll, strategically
choosing one territory per turn on which to place one army.
6. All combat die rolls are simultaneous. If players roll less than the maximum
number of dice allowed for combat resolution, they must announce the number
of dice being used prior to any dice being thrown.
7. Players will be required to count their armies in any given territory when
any other player requests the information during their turn. The same applies
to the number of cards any player holds in their hand.
8. Turning in card sets: Players receive a maximum two extra armies PER TURN,
if they turn in a card with a territory pictured on the card that they currently
control. Armies received increase as follows: 4, 6, 8, 10, 12, 15, 20, 25,
30 and increasing by five from that point forward. You must turn in a set of
cards, if you have five cards at the beginning of your turn. You must immediately
turn in a set of cards, if you have six or more cards at any time during your
turn. If you have five cards, but draw up to six at the end of your turn, you
must turn in one matched set at the beginning of your next turn; and you may
turn in two matched sets if you have them.
9. Diplomacy and negotiations are encouraged and are an integral part of most
games. All negotiations MUST take place at the table for all players to hear. “Secret” negotiations
amongst two players or away from the table are NOT permitted.
10. The score sheet provided by the GM must be filled out in order for the
game to count towards tournament play. The score sheet will be used to aid
in determining player advancement to the Final GM will fill out * items.
Check the ALTERNATE LIST on the event kiosk in the Paradise terrace
hallway to determine your chances to advance to the Final.
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