merchant of venus

Updated 4/23/2010

MOV   HMWG  
   18     9
   21     13
  9      12 

  Wheatland    Limerock     Terrace, Table #3

Debbie Gutermuth, NC

2009 Champion

2nd: Vassily Kyrkos, NY

3rd: Joe Abrams, CT

4th: Philip Shea, FL

5th: Luke Koleszar, VA

6th: Charles Hickok, VA
Event History
1991    Duane Wagner      24
1992    Kathy Stroh      21
1993    Michael Anchors      41
1994    David Thompson      43
1995    Greg Mayer      56
1996    Tom Stokes      48
1997    Mark Hunter      78
1998    Greg Mayer      80
1999    Steve Crenshaw     67
2000    Debbie Otto     68
2001     Bill Crenshaw     72
2002     Charley Hickok      60
2003     Luke Koleszar      64
2004     Eric Wrobel      64
2005      John Koskl      50
2006     Eyal Mozes      39
2007      Kathy Stroh      47
2008     Ewan McNay      57
2009     Debbie Gutermuth      57

Richard Irving, CA

2009 GM

One Top Six GM Nomination

Links

  Laurels

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.

 GM      Richard Irving  [10th Year]   1505 Caceras Circle, Salinas, CA 93906
    rri12@sbcglobal.net   831-443-0841

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