War of the Worlds 21st Century
Each time you play a heat of Galaxy: the Dark Ages
you will have a chance to win a $10 merchandise certificate from
GMT Games in a random drawing in addiion to the ones those winning
wood will get from GMT. Your GM's generosity knows no bounds.
Play one game in a heat. Enter as many heats as you'd like, with
best finish considered in seeding. Top finishers advance to semi-final.
Those five winners advance to Final.Note: This is a Beginner's
Event, which means that the game will be taught only to those
attending the scheduled demo in rge Paradise Terrace.
TABLE ASSIGNMENT: The GMs will assign four or five
players to each table. No relatives or teammates may play at
the same table prior to the Final. Otherwise, seating will be
random, with the option of spot adjustments as determined by
SCORING: Each table will play one game, with each player's
final score determining finish.
If there is a tie for the most influence, the tied players determine
the value of the cards in their hands. That means, if a player
has any cards in his/her Reserve, they do not count towards tie
breakers! Each ally ship or ship of a surviving world is worth
double its value. Each ship of a surrendered world is worth its
face value. Each technology card is worthless. The tied player
who has the highest-valued Hand finishes higher. If still tied,
the tied player who played last finishes higher. (If the players
fail to resolve ties, the GM will break them based on his whim.)
Once a new betting round has begun, no spoils of war may be granted
for the previous round. Once the cards are picked up off the
table after the last round, no scoring adjustments may be made.
SEATING: At the start of each game, seating at the
table will be randomly determined by drawing a poker chip with
a table number and seat number on it.
ADVANCING: My goal this year is to try and fill the
semi-final round with ONLY table winners from the heats, and
I want to get somewhere between 16 and 20 different winners.
In order to do this, I want to try and make the heats strictly
games of four players each. But, keep in mind, that if I get
15 different winners after two heats, and get a similar number
of players show up for each of the next two heats, I'm likely
to manipulate the number of players in each game to prevent the
number of winners from exceeding 20. By doing this I also hope
to avoid having to turn someone away from the semi-final because
they only have one win and another player has two, but again,
the priority for the semi-final is going to be 16 or 20 players.
If I get one of those exact numbers to appear for the semi-final,
then it won't matter how many wins you have. I'll still keep
track of all second place finishers, but I'm not really excited
about doing all of that math to try and figure out how to get
any second place finishers included. Short of that lucky outcome
standard HMW tie breakers will be used, as follows.
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 events for most multi-player games consist of three
rounds; an opening Round consisting of two to four Preliminary
Heats, a semi-final and a Final. The sem-ifinal 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.
Heats: Most Wins (HMW) - Standard tiebreakers used
to trim the field or identify alternates to complete the field,
as listed below in the following order:
1. Most Wins (e.g., total in all heats entered);
2. Win in first Heat entered;
3. Win in second Heat entered;
4. Win in third Heat entered;
5. Win in fourth Heat entered;
6. GM specific tie-breaker, closest % of the table winner's score
achieved by a runner-up
7. Average finish in all heats entered (e.g., a 2nd and two 3rds
= 2.67 and beats two 2nds and two 4ths = 3); and
8. High dice roll.
TABLE SCORING FORMS: Players will fill out the scoring
form for the table, listing the players, scores, finish, and
other information. Please keep track of the world surrender information,
indicate any remarkable events that occurred during the game,
make comments about the way this tournament was run on the back
of this score sheet. Turn this form into the GM after you've
finished playing your game.
1. Table talk suggesting alliances or a specific course of action
is permitted; however, such verbal agreements are not binding.
The only restriction is that you may never show any card to another
player until you play or discard it, except as required by the
rules of play. If you show a card by "accident\" or
otherwise, the card is considered played and the player to your
left draws one random card from your Hand which is discarded
as a penalty. (Thus, any card played is played. You can't take
2. Revealing a secret base is done instead of placing an unplayed
base. The Garrison ship is returned to your hand. (If the world
has already surrendered, the Garrison ship is placed in the discard
pile and is considered your ship card play.)
3. Spoils of victory are awarded when a world surrenders, starting
with the player whose turn it is and proceeding clockwise. Once
the next round has begun, no spoils of victory can be awarded
for the previous round.
4. There is no limit to the number of cards you can hold in your
hand. At the end of your turn, you may either draw one new card
from the Draw pile or pick up all the card(s) in your Reserve.
If the Draw pile is exhausted, you may not draw new cards.
5. Any undefended, visible Base on any row can be attacked by
any Fleet Ship with a combat opportunity. A Base is undefended
if it has no ship in the current row of the world's column.
6. If you are not already governor of a world when you play your
ship card, you may not use that Governor's power that turn; however,
you may use a Governor's power in the same turn you become Governor.
The ship you play need not survive the action phase to trigger
use of the Governor's power.
7. You don't have to be governor of a world to use a ship's power.
If you play a ship card, you may use the power listed on the
card or attack with the card, as appropriate, regardless of who
is the governor of the world.
8. Facedown ships cannot use their ship power (even when turned
face-up during the World Surrender Phase); however, facedown
ships defend bases.
9. When the Governor of the Divergence exercises his or her power,
he or she may play a second ship in the Action Phase after the
first ship's power (including attacks) is used or forfeited.
The second ship may not be played in the Divergence column. If
the second ship is played on a world where the player is Governor,
the world's governor power may be exercised.
10. Technology cards augment a player's ability for the duration
of a round (until a world surrenders), except Advanced Processing,
which may be used only once.
11. If no player at the table can either play a card or discard
a card, the game ends, and the winner is determined by calculating
the value of the bases on all remaining worlds. As you may understand,
this means that it IS possible for a game to end with more than
three worlds surviving.
Late Arrivals and Long Games
Late arrivals will be accommodated in the heats, as possible,
if a full game (five players) can be formed; however, all games
must be completed by the end of the scheduled period. For the
semi-final and Final rounds, players must check in with the GM
by five minutes after the beginning of the scheduled round or
they may be disqualified, if an alternate has already checked
in to replace them. Games that are not complete by the end of
two hours may be adjudicated by the GM, at his discretion.
When a player a)plays/discards the last card in their hand, b)
has at least one card in their reserve, AND c)t he draw deck
has been exhausted, they MUST pick up those cards from the Reserve
as their action in the Draw Phase. They are not allowed to leave
the cards in Reserve and thereby "passing" whenever
it comes around to their turn again so as not to have to play
a card that is in their Reserve that they don't want to play.
For any game that the GM is playing, an assistant GM will make
any necessary adjudication. Decisions made by the GM (or assistant,
as necessary) are final.
Medalists (plaque winners) will
receive GMT merchandise credits. The GM will also provide a $10
GMT merchandise credit in a random drawing at each heat.
Mark will also GM a Teen
version of the game Saturday evening at 9 PM in Heritage for
those 12 and over.