a non-wargame wargame ...
Imperial is a game by Rio Grande/Eggert-Spiele in which
players represent investors who shrewdly manipulate the fates
of the Great Nations of pre-WWI Europe in order to increase their
The event will consist of two preliminary heats advancing
the top 16 players to a semi-final round. Any heat winners above
16 will be eliminated using the standard HMW criteria. It is
possible that alternates who did not win any heat may advance
to the semi-final round. These will be ranked using the standard
HMW criteria, with the tie-breaker going to the players who had
the highest percentage of the winner's score.
Only the original Imperial game will be played.
Imperial 2030 will not be allowed. The advanced setup will
be used in all games unless all players in the game agree to
use the basic setup. The Investor Card will be used in all games.
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. Such alternates will be ranked using the
standard HMW criteria, with the tie-breaker going to the players
who had the highest % of the winner's score. However, only players
who had at least one second place finish will be eligible to
advance as an alternate. 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.
Heats: 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. GM specific tie-breaker, highest % of the winner's score;
5. Average finish in all heats entered (e.g., a 2nd and two 3rds
= 2.67 and beats two 2nds and two 4ths = 3); and
6. High dice roll.