caylus

Updated 4/23/2010

CYL  HMW   
    
  9   
   18    19   22   

   Limerock    Terrace, Table #3

Peter Putnam, PA

2009 Champion

2nd: Andrew Gerb, MD

3rd: Sam Atabaki, CA

4th: Jeff Meyer, MA

5th: Mike Kaltman, PA

6th: Rick Meyer, MA
Event History
2006    Jeremy Spencer     72
2007    Andrew Gerb     44
2008    Sam Atabaki     43
2009     Peter Putnam     45

Mike Kaltman, PA

2010 GM

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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.

Tournament Rules:
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 begins.

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.

 GM      Mike Kaltman  [2nd Year]   NA  
    Coyotek44@aol.com   215-876-7897

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