merchant of venus [Updated April 2008]

MOV     
   18     10
   20     13
  9      12 

  Host B   Ballroom B   Host A    Limerock 

  Paradise Terrace, Table #4

Kathy Stroh, DE

2007 Champion

2nd: Duane Wagner, NJ

3rd: Peggy Pfieffer, FL

4th: Kevin Wojtaszczyk, NY

5th: Steve Dickson, CA

6th: Phillip Shea, VA
Event History
1991    Duane Wagner      24
1992    Kathy Stroh      21
1993    Michael Anchors      41
1994    David Thompson      43
1995    Greg Mayer      56
1996    Tom Stokes      48
1997    Mark Hunter      78
1998    Greg Mayer      80
1999    Steve Crenshaw     67
2000    Debbie Otto     68
2001    Bill Crenshaw     72
2002    Charles Hickok     60
2003    Luke Koleszar     64
2004     Eric Wrobel     64
2005     John Koski     50
2006     Eyal Mozes     39
2007    Kathy Stroh     47

Richard Irving, CA

2008 GM

Links

  Laurels

 

Lost in Space

Rule #1: The main goal of this tournament is to have fun! If there is any dispute, problem, question or argument, please refer to Rule #1.

Tournament format: (The format will be very similar to previous years.)

Heats: - There will be three scheduled heats.

- Players will be randomly assigned to four player games. If the number of players in a heat does not divide evenly by four, a number of three player games will be formed.
- As much as possible, GM will not assign players who you play regularly (same family/city) in the same game. Players who select MoV as their Team Tournament game will not play in a game with another member of their own team.
- Winning one game in any heat will qualify you to play in the semi-finals.
- You may enter any number of heats you like - even if you already have qualified for the semi-finals. (Though that will NOT improve your chance of winning.) Please inform the GM if you played in an earlier heat so I can use the same scorecard.
- GM will post a list of finalists after each heat on the Merchant of Venus kiosk. If you decide not to play in the semi-finals, please inform the GM.
- All heat games will be played to $2000 within a three-hour time limit. If the game is not completed in the time limit, GM may adjudicate a result.

Semi-finals:
- The semi-finals will begin on Saturday at 9 AM. Sharp.
- The number of winners from the heats WHO APPEAR for the next round will determine the number of games in the semi-finals provided their number does not exceed half the size of the original field:
- 16 or less: 4 four-player games.
- 17 - 20: 5 four-player games.
- 21 - 25: 5 five-player games.

- More than 25 qualifiers: In the unlikely event there are more than 25 winners from a field of 50 or more appearing for the semi-finals, only 25 will advance as determined by the WBC Standard HMW tie-breakers 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 multi-player games consist of three rounds; an opening Round consisting of two to four Preliminary Heats, a semi-final and a Final. The semi-final 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.

HMW TIE-BREAKERS: A Preliminary Heat win will NOT in itself guarantee advancement. All HMW events will advance the optimum number of players to the next round based on the following tie-breakers without exception.
1. Most wins
2. Win in first Heat entered
3.Win in second Heat entered
4.Win in third Heat entered
5. has brought a copy of the game if needed for next round; otherwise GM may substitute game specific tie-breaker
6. average finish in all heats entered; e.g., a 2nd and two 3rds = 2.67 and beats two 2nds and two 4ths (average: 3)
7.high dice roll

"Win and you're in" is no longer a given although it is a strong possibility. This system of tie breakers encourages repeat play in Heats without requiring it. A single win (especially in the first Heat entered) will probably advance that winner but is not guaranteed to do so. Conversely, players who continue to play additional heats after winning a Preliminary game only enhance their chances of advancement without damaging their prospects, but a player who wins their only Preliminary game will probably advance without investing further time in Preliminary play. Meanwhile, non-winners who continue in Preliminary Heats will have additional chances to qualify in search of that elusive first win since in most events, a single win will still advance you to a semi-final round.

- Alternates: The highest scores among the non-winners in the heats will be alternates to fill out the field in the semi-finals in cases
where the field is not completely filled. The highest scoring alternates present at the starting time will be given the spots in the semi-finals.
- Assignment to semi-final games will be done in the same manner as in the heats.
- If there are five- or six-player games in the semi-finals or Final, the "Fast Start" variant will be used.
- Semi-final games will be played to $3000..
- Only winners in the semi-finals will advance to the Final.

Final:
- Final will immediately follow the semi-finals.
- The Final Game will be played to $3000
- The winner of the Final will be the Merchant of Venus champ.

Record Keeping: A sheet will be given to each table to record the official results of each game. Please circle the name of the winner. Please include information on the turn order, ships, equipment and relics used by each player. (This information will not be used in the tournament, just for informational purposes only.) Please include any interesting events or comments on the back. This will help in writing my final tournament report. Thanks!

Victory: Victory will be determined normally-the first player to declare on their turn when they have $2000 or $3000 in cash and deeds will win the game. It is possible that another player may have more money & deeds than the winner. There is no benefit to acquiring more than you need to win. $100 over the line is no better than $1.

Scoring: (IMPORTANT NOTE) A player's score at the end of the game will consist of total value of cash, deeds and purchase price of any goods being carried on the player's ship. (IOU's, equipment, fares, relics and ship have no value.) This score will only used to rank alternates, if any are needed, at the semifinals.

GM Note: The reason for this change is to prevent artificial play at the end of the game where a player who cannot win might choose not to purchase goods that would otherwise lower his score. Always try to play for the win.

Errata, Rules Clarifications, etc.:
- IOU's may only be viewed at an Orbit in the system (exception: Spy Eye). On a space station or city on a planet, if you pick up the IOU, you must stop & discover the culture living there. (This mainly applies in the Cloud and Interstellar Biosphere.) (Rules 7.2, 7.3)
- Combat rules are not in play in any game. However, the Relic Laser is in play. It may not be used for combat, but it may be bartered at any system for $50 credit.
- If a player fails to indicate initial direction of movement or rolls the wrong number of dice or if a die is cocked or rolled off of the table, they must re-roll all dice.
- Unless all players at a table agree, all players must use the same set of dice.
- Exposed "taters": If a tater (? marker) is accidentally exposed, mix it with the other leftover taters and redraw.
- At start of game, the Culture ID chit and goods for each race should be laid out beside the board so that players can determine which races have not yet been discovered.
- Barter: Bartered items (IOU's or equipment including relics & ships) may not be traded for cash, only goods, deeds and/or equipment. Any value remaining on the bartered item that cannot be traded for goods, deeds or equipment is lost. Bartered equipment (not IOU's) count as a sale subject to the "buy one/sell one item on arrival" rule. You must always own one ship. (Rules 9.32, 9.41, 3.4, General 26-1)
- Fares do NOT count as a purchase or sale. They are not subject to the "buy one/sell one item on arrival" rule. They do not generate a 10% commission when delivered to port. (Rule 12.22)
- Trading with another player while stopped at the same location will not be allowed in this tournament. (Rule 11.4)
- The counter mix does NOT limit the number of factories/spaceports that a player may own. Use an unused color if a player runs out.
- A commission of 10% of the face value of an IOU is paid to the owner of the spaceport where an IOU is used. (Errata: General 26-1)
- Guard Plants (Factory Good for the Nillis, 1a) sell for $140 shown on the Player Aid card, not the $160 on the counter.
- The Cup: Chits should be returned to the cup and drawn one at a time. If an item is sold with a demand marker:
The good is returned first and a chit is drawn from the cup,
Then, the demand marker is returned and a chit is drawn from the cup,
Finally, the next item may be sold.
- To speed play, another player may draw the chits from the cup while someone conducts buying and selling. All chits should be announced as they are drawn.
- Factory goods (if available) may be purchased at any port, city or space station in the system.
- GM reserves right to adjudicate rules questions. Any rulings made will apply in all further rounds of the event. Please call the GM or an assistant GM to resolve a rule question.

Fast Start Variant Rules (from General 26-1)

  • At the start of the game, all demand markers, fares and regular goods are placed in the cup. 20 chits are drawn and placed with the Culture ID marker/Base.
  • Do NOT place factory goods in the cup at start. They are initially placed in their system when their factory is built.
  • When a race is discovered, the Culture ID marker and any previously drawn chits are placed in the system where the culture was discovered. Before trading begins, four additional chits are immediately drawn from the cup and placed in the system or Culture ID chit as required.

GM may remove a player for deliberate cheating or abusive behavior. Always remember Rule #1. Thank you for playing Merchant of Venus at WBC. Have fun! The GM will provide a selection of science fiction movies as additional prizes.

 GM      Richard Irving  [8th Year]   1505 Caceras Circle, Salinas, CA 93906
    rri12@sbcglobal.net   NA

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