Fast Forward through the sub-continent
Maharaja attendance increased by half in 2000 but that
still left it short of a return to the Century). Two heats and
six boards later, the top three players met to determine the
The format for the tournament has been solidified as the three-player
version of the game. This was met with acclaim from all sides.
Without a doubt, the three-player set up is much more balanced
and enjoyable than the four-player. Also, it is hoped that, as
this continues each year, more and more Britannia players
will also play Maharaja. Hopefully they will recognize
that their first (four-player) experience was not necessarily
the best format and that Maharaja has much more to offer!
In addition, it is valuable to have a three-player favorite along
with the four-player favorite (Britannia), so that gamers
at home have an option when faced with an odd number of participants.
Favorites from previous years put in a good showing again
at WBC 2000. Henry Rice and Steve Simmons were leading into the
Final, with a whopping 40 percentile each from their qualifying
heat. The GM was convinced to play this year to fill out an even
game for Heat 2, and as a result qualified as the third Finalist
with a 37% win.
Custom, framed prints were offered again this year by the
GM. A second board was added simultaneous with the Final, with
one of these framed gifts as prize. This allowed another three
players to have a secondary final match and duke it oit for 4th
thru 6th. Long-time stalwarts Richard Jones, Kirk Harris, and
Brent Besler all made this board and had a shot with something
to play for. Kirk came out on top, taking home the framed Maharaja
The Final was hotly contested. Wild swings in early fortune
arose from racial sniping and border fortification. Several races
died out early, or were wiped down to bare subsistence. This
resulted in the conquerors surviving for much longer than they
otherwise might have, and in some cases in a third race receiving
the benefit. It also resulted in the conquerors being attacked
by an ally of a defeated race, seeking vengeance. This proved
to be a decisive metagame factor, showing how negotiation can
have a definite factor on any multiplayer game.
With some embarrassment, the GM won the plaque. Salving his
conscience by giving the second framed print to Henry (who was
a very close second), he is grateful to everyone for allowing
(in fact insisting) that he play in the Final. (In previous years
the GM has bowed out, even though qualifying for the Final.)
While letting someone else advance is perhaps more noble, playing
is much more fun.
The GM would like to thank everyone over the years for their
encouragement and continued support. 2001 is likely to be his
last year (when many of you will read this). It's time to move
on to other things. Never fear a suitable replacement GM will
be brought up and hopefully will be able to carry the tournament
forward with some new and exciting ideas.
Several rules questions arose during the tournament. After
research, the answers have been finalized and included here.
Questions and debate on these points are always welcome.
6.0 Overpopulation is checked at the end of each
phase of a major invasion.
8.5 A defending army may not retreat to an empty area
which is adjacent to a third area in which an unresolved battle
has yet to be rolled (because that area is occupied by the attacking
10.6 Chola turn-9 reinforcements must appear as increase
population before any other options are considered. This means
that the armies must be placed one-per-territory, as long as
stacking is not exceeded. Any remaining armies may enter at any
vacant areas in South India.
11.1 A nation which gains points for "occupying at
any time during the turn" does get these points for
moving through the territory of a submitted nation. This applies
if these nations (Afgans, Greeks, Mughals) attack the territory,
there is an immediate submission, and the attacking armies are
relocated. The attacking nation does not, however, gain
end-of-turn victory points.
11.2 The British may attack an area occupied by an enemy
factory as well as allied Indian armies. The Indian armies must
permit the British to destroy the factory, after which the British
armies must leave (since they may not end their turn in the same
area as the Indian armies).