a quick Euro for two
Lost Cities is an easy-to-learn two-player card game,
and an excellent game for all gamers, age and gender neutral.
The tournament will consist of four qualifying Heats each consisting
of three (3) hands, that should average 45 - 60 minutes.
Players with copies of the game should bring them! Extra copies
will be needed. This event has turned away players in the past
and will doubtless do so again this year for lack of games. Bring
a copy of the game if you expect to play! Please contact me with
Initial Heat Description - See changes below
The event uses four (4) heats over four evenings, essentially
comprising the "First Round." The heat is one game
per two players registered. Players may play in as many of the
four heats as they wish. Played according to the box rules -
each game will be three (3) hands with the best cumulative score
of the three hands declared the winner.
The top 32 players will qualify for the elimination rounds
on Saturday evening using the WBC standardized HMW tie-breakers
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 4th Heat Entered;
6. GM specific tie-breaker, provided it has been clearly described
in the Event Preview;
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.
Single Elimination Rounds, beginning
Saturday evening with the Second Round through the Championship
Round will continue consecutively until completion. Pairings
and Byes will be determined by bracket, seeding best heat score
against worst heat score, etc. (NCAA Basketball Tournament fans
should be familiar with this method.) Tie-breakers will be determined
in order as follows: 1) best score from individual hand in heat/round,
2) next best score from individual hand in heat/round, 3) best
score from third hand, if played, in heat/round, 4) Longest expedition
in heat/round, 5) Most expeditions of 8 or more cards in heat/round,
6) Most successful expeditions with investors in heat/round (Score
0 or positive number), and 7) Most total successful expeditions
in heat/round (Score 0 or positive number).
Places 3 through 6 will be determined by comparing the cumulative
scores for those players in the round that he/she was eliminated.