King Philip Returns!
Caylus, a perennial resource-management favorite among
serious boardgamers, returns again to the WBC. Victory will be
achieved by those who best work the balance between resource
gathering and conversion into victory points. Those who rely
on luck need not apply.
Once again, two heats will be available before the semi-final
and Final round.
The 2nd edition rules will be used (http://www.ystari.com/caylus/Caylus72E.pdf).
Also note the publisher's FAQ at http://www.ystari.com/caylus/FAQE.pdf.
The Jeweler bonus tile will not be used during the tournament.
Each heat will use 4-player games to the maximum extent possible.
Odd numbers will be placed into 3-player games. The heats last
three hours, though many games will finish in two hours. A half-hour
before the heat ends, the GM will issue a warning to all games
in progress. At 15 minutes before the end of the heat each table
will be instructed to finish the current turn. The tower scoring
and end of game scoring will then be conducted and a winner determined.
Depending on the number of winners, we will either have a
semi-final of 12, 16, or 20 people. The semis and Final will
thus have 3/4, 4/4 or 4/5 players. Standard WBC tiebreakers will
apply. (With an inordinately large turnout, 25 would make the
semis, playing 5/5 to determine the winner.)
The Final will be played at the scheduled time unless the
finalists unanimously agree to play at another time prior to
Sunday at noon. The GM reserves the right to enforce the scheduled
time for the Final if in his sole opinion undue pressure is being
made on a finalist to accept an undesirable time.
Ties will be first broken by the number of excess, unscored
coins & resource cubes in the player's possession. (Example:
$9 scores two points for the first $8, so $1 would be 'excess'.)
If two players are still tied, the one with more excess cubes
wins; if thats not enough, then final turn order will determine
the winner. Thus, there will be no ties for placement.
A designated assistant GM will be named before each round
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 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.
Heats: Most Win (HMW) Tiebreakers -
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. Percent compared to 1st place finisher;
6. High dice roll.