2006 Game of the Year
Thurn & Taxis
Designer: Andreas and Karen Seyfarth. Manuafactered by Rio Grande
/ Hans im Gluck
Number of players: 3-4
In 1490, Kaiser Maximilian I awarded Franz von Taxis the contract
to deliver mail between the Kaiser's residences in Innsbruck
and Brussels. He did such a good job, that postal services in
the country continue to be connected with the name Thurn and
Taxis. With the introduction of postal carriages in the middle
of the 17th century, members of the family were raised to Count
status and given the hereditary title of Postmaster General.
The game begins at this point in history.
Can you emulate the achievements of this family and build a successful
postal network? Do you have the talent to connect the right cities
to create an effective network and not lose sight of the need
to acquire new carriages when they are needed? Plan your moves
and watch your opponents' moves carefully, so you are prepared
to respond to them.
The game takes you back in time and gives you challenges that
will bring you back to the game over and over.
Thurn und Taxis: The mail's here!
This year you will be allowed to play the expansion version
of T&T, Power & Glory, in place of the original
game, provided ALL players at your table agree. (If even one
person does not agree, you MUST play the original game).
Our tournament will feature two heats of 4-player games with
16 advancing to single elimination play. In all likelihood, all
winners will advance, but if not, standard WBC HMW tie-breaker
rules will apply.
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.
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. Average finish in all heats entered (e.g., a 2nd and two 3rds
= 2.67 and beats two 2nds and two 4ths = 3); and
5. High dice roll.