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Kremlin (KRM)

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: Wednesday @ 15 – Exhibit Annex T5

Heat 1: Monday @ 9 - Evergreen
Heat 2: Tuesday @ 21 – Evergreen
Heat 3: Wednesday @ 16 – Rathskeller
Heat 4: Friday @ 12 - Rathskeller
Final: Friday @ 18 - Rathskeller


 

Steve Cuccaro : GM (12th Year)


Email GM
410-294-3127

 

 

 

 

Links:

BGG Link AREALaurels

 

   

Laughing at the Cold War …

What’s the best part about playing KREMLIN? Hard to say…There’s nothing quite like having the KGB chief purge half of the Politburo, except maybe killing them by rolling
low on the health die. A trial that sends the Party Chief to Siberia can give you a warm glow, too. It’s all good.

The WBC Kremlin tournament will be run according to the Advanced Rules from the 1988 Avalon Hill edition. For those who have the Jolly Roger version which came out
in 2014, the basic and advanced Avalon Hill rules can be found at Boardgame Geek (the exact path may differ, so I suggest using your favorite search engine with the string
"boardgamegeek kremlin rules" to find where to download copies of the Basic and Advanced rules.

There are several differences between the AH and JR rules, the most important being the victory conditions:

1) The first player whose faction gets three waves at the October Parade wins.

2) At the end of Phase 6 of any turn, if there are fewer than eight Politburo members, the player controlling the highest active Politburo member wins. (If this Politician is uncontrolled, no player wins.)

3) At the end of the 5th phase of Turn 10.5, the player who controls the Party Chief wins. (If the Party Chief is uncontrolled, no player wins.)

Over the years, we have developed a set of House Rules on the exact meanings of the various Intrigue cards and a list of errata and clarifications for the rules themselves. This will be made available at the tournament, along with a summary of the differences the GM has found between the AH and JR rules (no promises that this is complete!). If you'd like these documents to be emailed to you before the tournament, let the GM know by email and it will happen.

The Tournament is Heats Most Wins (HMW). There will be a GM specific tiebreaker, which is "most waves, followed by most attempted waves”.

Heats: Most Wins (HMWG) - Standard tiebreakers used to trim the field or identify alternates to complete the field, as listed below in the following order:
1 Most Wins (e.g., total in all heats entered);
2 Win in first Heat entered;
3 Win in second Heat entered;
4 Win in third Heat Entered;
5 Win in fourth Heat Entered;
6 GM specific tiebreaker, most waves (then to break any tie here, most wave attempts);
7 Average finish in all heats entered (e.g., a 2nd and two 3rds = 2.67 and beats two 2nds and two 4ths = 3); and
8 High dice roll.

Kremlin has no rules for ranking players other than the winner, but for the purposes of the average finish tiebreaker in the Heats, I will assign ranks based on the GM tiebreaker. In the Final round, the following chart will be used to determine 2nd through 6th place. Points are to be awarded to each player based on the following:


* Each successful wave: 4 points
* Each failed wave: 1 point
** If it would have been a 3rd wave: +1 point
* Each Parade Phase that your Party Chief is in the Cure: 1 point

If the game is not decided by waves:
* If at any time on the last turn you control a Politician that is:
** Party Chief: 10 points
** In the 1st level Politburo: 3 points each

Points are cumulative. In a Final decided on waves, ties will be broken by counting the points for Politician control, or failing that, randomly.

 

 
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