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Another Sweet 16
There will be three preliminary heats of one game. Groupings
will be random, but you will not play the same player twice.
Players earn 1 advancement point for each player defeated.
In the case of ties, points will be divided accordingly. 4-player
games will be the norm but if the field or a shortage of games
available force 3- or 5-player games, points earned per player
defeated will be adjusted to .8 (5-player) or 1.33 (3-player).
The top 16 players by point totals throughout the three heats
to appear for the semi-finals will advance to a semi-final of
4-player games with those four winners advancing to the Final
immediately thereafter. Point totals will be posted on the kiosk.
Players should make their their own judgements based on these
standings as to their opportunities for alternate standing advancement.
Semi-final games will be assigned based on seed.
All players must write their name, badge id number and final
cash score on the results sheet and return it to the Game Master.
The GM will provide rulings on any queries that occur. All players
are to try to complete each game in the time allowed. Game assignments
will be done randomly while trying to minimize family, friends,
and teammates from the same games. Games can be played on any
style of board (wooden, 3M, AH or Hasbro). The default board
to use will be decided with the assignement of tables from those
providing games. If all the players agree and another board is
provided by one of them, the board type may be changed.
Rules clarifications:
1. All tournament games will be between four players if possible.
In the event of the number of entrants not being a multiple of
four, then there will be three/five player boards as required
to make the count correct. These will be allocated at random.
2. Seating is determined by each player drawing a tile
at random. The lowest numbered tile starts. In the case of a
tie, the player drawing the tile with the first letter alphabetically
starts. Other players sit in ascending order around the table
from the starting player. These tiles are placed on the board.
3. If two (or more) of these tiles are adjacent, they
do not form a hotel chain. Instead, a player must add another
tile to the group to form a chain. They then get the free share
for starting the chain.
4. Your turn ends when you pick up a replacement tile.
Play then passes to the next player, and shares can no longer
be purchased.
5. Games should be played with all shares and cash
hidden in a pile, but remaining on board in plain view at all
times. Keeping a record of transactions is not allowed.
6. When purchasing shares, players must announce what
they are buying and how much they are paying. People may inquire
what stock others have purchased their last game turn.
7. You are not obliged to end the game if you do not
wish to and think that it is to your advantage to continue. If
you do end the game however, you may end it at any point in your
turn.
8. In the event of a tile being played that merges
three or four chains, the largest chain takes over the others.
It takes over the subsidiaries in order from largest to smallest.
In the case of a tie, the player who laid the tile chooses the
order.
9. Once a piece has been placed on the board, it cannot
be retracted.
10. Permanently unplayable pieces are placed on the
side of the board before drawing replacement tiles. They will
not be placed on the board except to demonstrate they are unplayable
and then will be exposed face up on the side of the board for
the rest of the game. If an unplayable tile is drawn as a replacement,
the player must wait until his next turn to discard it as unplayable.
11. In the interests of speed, a player may count remaining
cards in the reserve pile for all hotel chains anytime during
another player's turn provided it does not interfere with play.
During his own turn, the player may count a maximum of two chains.
A Junior's event will be run for children 12 and under by Kelsey
Lee. See the Junior's page. |