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
- 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.
- 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
- Alternates: The highest scores among the non-winners in
the heats will be alternates to fill out the field in the semi-finals
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 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
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
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
- 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
- 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
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
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 DVDs as additional prizes.