Returned From Days of Yore ...
It seems like only yesterday that a young damsel achieved
the impossible ... putting her elders to shame by winning four
tournaments at WBC ... a grand slam. This is one of the games
that made it possible - and, ironically, you can win four tournaments
in the game itself.
Ivanhoe will have three separate rounds (four preliminary
heats, a semi-final, and a Final) starting at 23:00 daily with
the Final on Saturday evening. The classification will be "B"
with the teaching demo on Tuesday night. The rules for the tournament
will be "straight out of the box." The controversial
"house rule" played in the past of whoever drew the
purple chip went first and "kept the chip" will not
be played. Any game reaching 90 minutes from the start signal
will be adjudicated at that point except for the Final round.
Although the GM/ Assistant GM will attempt to call out the time
as needed, all players are responsible for knowing when games
are expected to be complete. All games must be set up and started
within ten minutes of the official start signal from the GM.
No further sign up will be allowed once all players have been
assigned a table.
Each color chip is assigned a number value. Purple chips are
, Red chips are , Blue chips are worth , Yellow chips
are worth , and Green chips are worth . Tie-breakers for
place will be determined first by the highest value of the last
color won, then by the value of the last color won in lieu of
a second purple (trade-in). If a chip is subsequently lost by
losing a tournament with a Princess supporter, that chip will
not be valid as a tie breaker. Last Chip and "trade in"
chip values must be recorded on the score sheet. Instructions
on completing the score sheet will be on the score sheet. The
GM and/or Assistant GM will attempt to collect the score sheets
AT THE INDIVIDUAL GAME TABLES to verify that all information
is complete, BUT EACH PLAYER is responsible for verifying that
their data is correct and complete. Tie scores with incomplete
chip data will not be eligible to win tie breakers. Total
scores may also be used to determine advancement into the semi-final
or Final round (see below).
In Multiple Entry, Single Elimination events for multi-player
games, players may (but not absolutely) qualify for Single Elimination
play in the semi-final round by winning up to four preliminary
Heats. Players may also advance without winning a heat in the
event of open spots in the semi-final. Players can enter one
or more Heats without limit. Players in all heats, semi and Final
rounds are expected to be checked in (or in line to check in)
and ready to play by the officially posted start time. The semi-final
round will advance a pre-designated optimum number of players
to fill the Final round: i.e. 25 players for a five-player game,
16 players for a four-player game. But in all cases no more than
half of all players who participated in the preliminary heats
will advance to the semi-final. If insufficient winning players
advance to the semi-final, non-winning players having the highest
scores will be advanced to the semi-final. Because of the limited
number of semi final games and the minimal set up required, semi
final matches are expected to start promptly at the GM's signal.
Eligible players not ready to play at that time may forfeit their
seat to an alternate player. Requests for minor delays must be
made to the GM prior to the start signal. Delays (of no more
than ten minutes) may be granted by the GM, but only with unanimous
consent of those playing in the delayed game.
The Final will be held at the posted time unless unanimously
agreed upon by the finalists and the GM. Any requests to move
the Final must be made immediately after the finalists and alternates
are posted and a decision will be made immediately. Changes to
the Final schedule will be posted with the list of finalists
and alternates. Finalists and alternates will be notified directly
when possible. The Final will start promptly and an alternate
(or alternates) will be seated if necessary to fill the table.
HEATS: Most Wins (HMW) The following tiebreakers (in order)
will be used to determine the players advancing into the semi-final
1. Most Wins (total from all heats entered)
2. Highest individual game score from any heat entered
3. Win in first heat entered
4. Win in second heat entered
5. Win in third heat entered
5. High dice roll
Kirk Harris will also GM
a Juniors version of the game in Heritage for those 12 and under
on Wednesday at 6 PM.