Nothing Succeeds Like “Successors!”
Thanks to last year’s near-record turnout, “Successors” returns to the Century for 2007, just in time to mark our official transition to “Successors III” – the long awaited update has shot to the top of GMT’s P500 List, and will be in print shortly.
I’ve been in contact with the designers and can assure “Successors” fans that the rules changes are not extensive and include a few important improvements. They have been kind enough to accept my input on a range of matters – I endeavored to reflect the opinions of many of the veteran players I know from WBC, and not merely my own personal preferences.
The game will probably not be out in time for the WBC, but I will be introducing a few new “Tournament Play” rules to help players make the adjustment from Version II.
The SESE format with Mulligan Round worked very well last year, and that will be retained. Player Rankings have been slightly tweaked once again.
My goal once again is to have 12 players qualify for a Semi Final Round, but that means we need to have at least 8 different first-round winners (plus up to 4 alternates).
And that means getting even MORE players than last year – but if we can get the word out that Version III is on the way, I’m confident that we can draw more people in to experience what I consider to be the best multi-player CDWG ever made.
In addition, anyone who contacts me before July 1st to confirm their intention to play in the Learning Game on Tuesday, July 31 will receive a free gift to commemorate and promote this event. You will need to contact me by email (I have a new email address: firstname.lastname@example.org).
Mulligan Round: Tuesday, Jul 31, 6:00 PM
Qualifying Round: Wednesday, Aug 1, 6:00 PM
Semi-Final: Thursday, Aug 2, 6:00 PM
Final: Friday, Aug 3, 6:00 PM
On Tuesday Afternoon, I will lead a special game made up of neophyte players who would like to learn how to play. This game will be “Coached” through the early turns, and will not count as a qualifying game, but prizes will be awarded for “Successful” play.
If you (or someone you know) would be interested in participating in this special game, send me an email – if there is sufficient response, I may set up two such games.
Rounds of Play:
Heat one (Mulligan Round):
Heat Two (Qualifying Round):
In all cases, for players who play in both rounds, only their one highest-ranked game will be used to establishing RANKING.
Depending on the number of Qualified Winners, highest ranking qualifiers will get a "bye" for the Semi-Final and qualify automatically for the Final Game
Only table winners in the Semifinals will Qualify for the Finals.
However, to ensure balanced tables of 4 players per game, non-winner "Alternates" may be able to play in both the Semis and, if circumstances demand, in the actual Final. Alternates cannot make up more than one-third of the players in the Semi-Final round.
In the event that there are fewer than 5 Qualifiers after two rounds, no Semifinal will be played.
If less than 8 players (Qualified Winners plus Alternates) are available for the Semifinal round, the top 3 ranked Qualifiers becomes Auto-Finalists and only 1 Semifinal tables will play.
If less than 12 players are available for the Semifinal round, the top 2 ranked Qualifier becomes an Auto-Finalist and only 2 Semifinal tables will play.
1. Legitimacy Victory
2. Instant VP Victory
3. Possession of Crowned Heir (Please note that ONLY the player controlling the Crowned Heir is considered the "Winner" - even if tied for total of L + VP with another player.)
4. Highest VP at Game End
Additional ranking within these categories will be published prior to the even.
All players who do not qualify for the Semifinals through Victory will be ranked according to the following Criteria:
1. Total L + VP at game end (highest value)
2. Total VP at game end (highest value)
3. Percentage of VP (excluding L) as a total of the entire game (highest value)
Since each table must have 4 players, in the event that the Semifinal is short by 1 player to make an even 4, 8 or 12, the GM reserves the right to nominate a non-ranked alternate (including himself) to fill the slot UNLESS any qualified players object.
In the event that any game ends at the conclusion of Turn 5 with two or more players tied for the lead in VP, the following criteria are used to break the tie:
1. Control of Macedonia
2. Largest number of Macedonian CUs (this includes Loyals, Royals and the Silver Shields)
IMPORTANT: Contrary to rules 31.4 and 31.5, these tie breakers WILL NOT apply to any game ending with the Crowning of an Heir. For purposes of the WBC Tournament Event, the winner of such a game is the player controlling the Heir, and that player is allowed to so end the game ONLY IF NO OTHER FACTION has a HIGHER total of Legitimacy plus VP (that is, you can do it if tied for the lead, and in that case you win, but you can’t do it if you would end in 2 nd Place).
Each round will last six hours, an adequate amount of time to finish a full game. Should time expire, the current round of card play will be completed and the game will be decided by adjudication. In the case of an adjudication the GM (or in the case of a conflict, an Assistant GM) shall adjudicate each finish position not just the winner. Decisions of the (Assistant) GM on adjudication are final and not subject to appeal.
Each table is required to fill out a results form, indicating player names, badge numbers, order of finish to include the total loyalty and victory points scored by each player at game end, and how the game ended (automatic victory, Heracles/Alex crowned, etc.). Results forms for each game are to be turned in by the winner to the GM and it is the responsibility of the winner to ensure completeness. Players are encouraged to check the results form and it is the responsibility of each player to ensure accuracy. Once a results form has been turned in and all players of a game have left the game area the results as listed are final.
Assistant GMs: At least 2 Assistant GMs will be appointed before the start of the event, at least 1 will be on hand for each Round of Play.
Rules Versions and Optional Rules: The WBC event will use Version 2 of the rules as available here: http://members.aol.com/elgrognard/successors/successo.pdf. Copies will be provided at the event, along with relevant FAQs, errata and other required materials.
Optional Rules and Rules Modifications for the WBC Event:
31.4 – See “Game Tie-Breakers” above
31.5 – See “Game Tie-Breakers” above
34.0 – Asia Minor Fleet is in effect
37.2 – The Greek Army is treated as though lead by a General with a Battle Rating of 3. (No other part of 37 is in effect).
41 – Tyche Card Modifications
The modification for Card #42 (“DESERTIONS”) is in effect (that is, steal 1 CU of the targeted player’s choice).
The modification for Card #43 (“SALVATION IN THE ELEVENTH HOUR”) is NOT in effect! The card is played as per the actual card text, with the two following exceptions:
a) If the targeted General is the ONLY Major General in a faction, success causes the General to be Dispersed, not Eliminated (other Dispersed Generals are still members of a faction – if Antipater is Dispersed during turn 2, he is NOT considered eliminated because he will be replaced with Cassander).
b) If the card successfully Eliminates a General, the card is permanently removed from play for the remainder of the game.
SPECIAL ANTI-ROB TOURNAMENT RULE:
(Originally suggested by the 2005 Champion, Ross Jones.)
If Alexander’s Body is buried in Babylon, Susa or Ecbatana, the General (and his Faction) receive NO Legitimacy Points.
Reminder: The Body MUST be buried in a Major City, and a General must be Present. It is that General, and not the Faction as a whole, who receives the Legitimacy Bonus.
updated 5/21/07 by kae.
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