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Acquire (ACQ)
HMWG BEGINNERS WELCOME:
You may play if you have read the rules, played previously, or participated in a scheduled demonstration. The GM will be available for one hour in Exhibit Annex to teach the game. Be on time. The GM will remain for only 15 minutes if no one is present.

Demo: Tuesday @ 16 - Exhibit Annex Table 4

Heat 1: Monday @ 12 - Seasons 1
Heat 2: Tuesday @ 18 - Seasons 1
Heat 3: Friday @ 22 - Laurel
Semifinal/Final: Saturday @ 17 - Laurel

 

 

Cliff Ackman : GM (10th Year)

GM Email:

 

 

Links:

BGG LinkAREALaurels

 

   

There will be three preliminary heats. Groupings will be random, but you will not play the same player twice. 4-player games are the norm but if the field forces a 3- or 5-player game, winner percentages will be adjusted for semifinal seeding. The top 16 players over the three heats will advance to the semifinals with those four winners advancing to the Final.

All players must write their name, badge ID number and cash score on the results sheet and return it to the GM. The GM will provide rulings on any queries that occur. Complete each game in the time allowed. Game assignments will be done randomly while trying to minimize family, friends, and teammates from the same games. Games can be played on any style of board (wooden, 3M, AH or Hasbro). The default board will be decided with the assignment of tables from those providing games. If all the players agree and another board is provided by one of them, the board type may be changed.

Rules clarifications:
1. All tournament games will be 4-player if possible. In the event of the number of entrants not being a multiple of four, then there will be 3- or 5-player boards as required to make the count correct. These will be allocated at random.
2. Seating is random. The lowest lettered tile starts. In the case of a tie, the player drawing the tile with the lowest number starts.
3. If two (or more) of these tiles are adjacent, they do not form a hotel chain. Instead, a player must add another tile to the group to form a chain. They then get the free share for starting the chain.
4. Your turn ends when you pick up a replacement tile. Play then passes to the next player, and shares can no longer be purchased.
5. Games should be played with all shares and cash visible in a pile, and remaining in plain view at all times. Further inspection of said piles for exact quantities and/or keeping a record of transactions is not allowed.
6. When purchasing shares, players must announce what they are buying and how much they are paying. People may inquire what stock others purchased their last turn.
7. You are not obliged to end the game if you do not wish to and think that it is to your advantage to continue. If you do end the game however, you may end it at any point in your turn.
8. In the event of a tile being played that merges three or four chains, the largest chain takes over the others. It takes over the subsidiaries in order from largest to smallest. In the case of a tie, the player who laid the tile chooses the order.
9. Once a piece has been placed on the board, it cannot be retracted.
10. If a piece is placed in the wrong location, upon discovery it is placed in the correct location and play proceeds normally.
11. Permanently unplayable pieces are placed on the side of the board before drawing replacement tiles. They will not be placed on the board except to demonstrate they are unplayable and then will be exposed face up on the side of the board for the rest of play. If an unplayable tile is drawn as a replacement, the player must wait until his next turn to discard it as unplayable.
12. In the interests of speed, a player may count remaining cards in the reserve pile for all hotel chains anytime during another player's turn provided it does not interfere with play. During his own turn, the player may count a maximum of two chains.

 
 
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