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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 4-player games. If
the number of players in a heat does not divide evenly by 4,
a number of 3-player games will be formed.
- As much as possible, GM will not assign players who you
can 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 very likely qualify you
to play in the semi-finals.
- You may enter any number of heats you like - even if you
already have qualified for the semi-finals. 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.
- Green Taters variant: If four players would like to try
a variant designed by the GM during a heat game, please ask before
table assignment and GM will assign you to a table playing it.
Default game is under standard Merchant of Venus rules.
Semi-finals:
- The semi-finals will begin on Saturday at 9 am in Limerock.
Sharp.
- The number of qualifiers from the heats will determine
the number of games in the semi-finals:
* 9 or less: three 3-player games.
* 10 -12: three 4-player games.
* 13 -16: four 4-player games.
* 17-20: five 4-player games.
* 21-25: five 5-player games.
* 26-30: six 5-player games.
* 31-36: six 6-player games.
More than 36 qualifiers: If there are more than 36 game winners,
we will cut to 36 semi-finalists according to the following criteria
(in the following order if still tied after each criteria is
applied):
1. Best result in another heat game (1st, 2nd, 3rd, 4th,
Not Played), go to third best heat if still tied.
2. Best Score in another heat game (as used for determining
alternates), go to third best score if still tied.
3. Lowest score of 2nd Place player in the game you won (Likely
will only occur if you play (& win) one heat.)
4. Dice roll
Alternates: The highest scores among the non-winners
in the heats will be alternates to fill out the field in the
semi-finals in cases where the field is not completely filled
or if qualifiers fail to appear. 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.
- "Fast Start" Variant will not be used this year.
- All semi-final & Final games will be standard Merchant
of Venus rules. Green Tater variant will not be used.
- Semi-final games will be played to $3000, unless 6-player
games are used--in which case play to $2000.
- Only winners in the semi-finals will advance to the Final.
Final:
- Finals will immediately follow the semi-finals.
- The Final will be played to $3000, unless a 6-player game
is used--in which case play to $2000.
- The winner of the Final will be the WBC champ.
- Additional prizes of a selection of DVD videos of Sci-Fi
(or is it Sy Fy :-) movies will be awarded by the GM.
Record Keeping: A sheet will be given to each table
to record the official results of each game. Record the Turn
order, which ship(s) and equipment a player uses and relic acquired
by each player. (This information will not be used in the tournament,
just for informational purposes only.) Please circle the name
of the winner. Please include any interesting events or comments
in the space provided. This will help in writing my 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 be used to rank alternates, if any are needed,
at the semi-finals. (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 orbit boxes (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 "?," marker is accidentally
exposed, mix it with the other leftovers 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 a port.
(Rule: 12.22)
- Rule 11.4, trading with another player while stopped at
the same location, will not be allowed in this tournament.
- The counter mix does NOT limit the number of factories/spaceports
that a player may own. Use another 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 26-1)
- Guard Plants (Factory Good for the Nillis, 1a) sell for
$140 as shown on the Player Aid card, not the $160 shown 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
the cup, Finally, the next item may be sold.
- To speed play, another player may draw the chits from the
cup while someone else conducts buying and selling.. All chits
are to be announced as they are drawn, including fares/demands
for undiscovered races.
- Factory goods (if available) may be purchased at any port,
city or space station in the system.
- Please double check all IOU's as they are discovered and
make sure player receives the correct deed and the correct factory
good is placed when a factory is built. There have been cases
of players making these mistakes and correcting these errors
are difficult.
- Players need not announce their pilot number until they
first enter a Navigation Circle or Telegate on their turn.
- 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.
The GM will provide a selection
of science fiction DVDs as additional prizes. In addition, the
GM is offering the following prizes for winning a heat game:
a set of six plastic rocket ship pawns, a set of large IOU chits,
a set of larger part & factory deeds. Winner receives one
choice of item.
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