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Tournament rules
The following are the rules that will be used
in the tournament. If you have any queries please email
me. A hard copy of these rules will be available at the
tournament.
Format
Rounds 1- 3
Players will be divided into groups of 3 or 4 for the first
round by a random draw. All tournament games will be between
four players if possible. In the event of the number of
entrants not being a multiple of four, then there will be
three player boards as required to make the count correct. A
random draw is used to allocate players to positions pre game
(north, south, west or east). For the second and third rounds
matches will be constructed using the groups from round 1 to
ensure that, where possible, no player plays another player
twice and that the number of 3 player games played per player
will be as equal as possible. Note: the even distribution of 3
player games will take precedence over playing new players.
Scoring: Rounds 1- 3
To determine the total score of each player for rounds 1 - 3,
the total of all victory points is used. To determine ranking
between players with equal victory point totals, VP percentage
points are used as shown below. Note these only come into
effect when 2 players have the same VP total e.g. a player
with 28 VP will always score more highly than a player with
27.
Example for Percentage VP points:
Player A and B both win 2 games and lose once. Both achieve 28
victory points in total. This results in a draw on VP. The
percentages of the victory points of the tables at which the
players played are now calculated.
Player A:
Game 1: Player A achieves 10 VPs, there were in total 32 VPs
achieved at the table, therefore, his share is: 31.25%.
Game 2: Player A achieves 8 VPs, there were in total 30 VPs at
the table, therefore, his share is: 26.67%.
Game 3: Player A achieves 10 VPs, there were in total 36 VPs
at the table, therefore, his share is: 27.78%.
The sum of the above adds up to: 85.70%.
Player B:
Game 1: Player B achieves 10 VPs, there were in total 30 VPs
at the table, therefore, his share is: 33.33%.
Game 2: Player B achieves 10 VPs, there were in total 33 VPs
at the table, therefore, his share is: 30.30%.
Game 3: Player B achieves 8 VPs, there were in total 36 VPs at
the table, therefore, his share is: 22.22%.
The sum of the above is 85.85%.
Therefore player B is placed higher than player A.
For 3 player games, which will be avoided if possible, the sum
of the victory points on this table will be raised for the
calculation by the average victory points achieved in this
game. If this were not done, playing 3 player games would be
advantageous.
Example:
Player A: 10 Victory points, player B: 9 Victory points,
player C: 5 Victory points.
Total: 24 Victory points, the average is 8 victory points.
Therefore the new total used during the calculation is 32
victory points.
So the percentages for this game are:
Player A: 100 * 10/32 = 31.25, player B: 100 * 9/32 = 28.13,
player C: 100 * 5/32 = 15.63.
Semi-finals
The 16 highest scoring players play in the semi-finals.
Players are drawn for each table at random; ranking in the
first rounds does not affect table position.
Finals
The winner of each semi-final match will play in the final.
Unlike the other rounds the final will not be finished early
on time considerations. However, clocks may still be
introduced for individual players if play is deemed to be
proceeding too slowly.
Rules clarifications
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The desert is not placed in the middle of
the board but drawn randomly as with any other land tile.
The Robber begins on the desert tile and must be moved to
another tile on the roll of any seven after the first two
rounds.
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Rolls of seven within the first two rounds
must be re-rolled.
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When a player moves the robber and takes a
resource card from another player, either because he has
just rolled a 7 or because of the use of a Knight/Soldier
card, he adds the resource card to his own hand.
-
The player who places his two settlements
together in the setup phase may choose to take the
resources from either settlement.
-
A trade consists of two players each
exchanging 0, 1 or more resource cards. The players need
not exchange the same number of cards.
-
Each game shall have an accessible time
piece, and if any player is taking a large amount of time
over his move, a minute time limit may be introduced by
the tournament director or by consensus of the players.
From then on each player will have a minute to complete
his trading phase. After this time no more trading may
take place (even with the bank) and the player should
complete any builds quickly. Note this limit may not be
imposed on individuals without it applying to every player
in the game.
-
For rounds 1 - 4 (inc. semi-finals), any
match not completed by the end time indicated for that
round will nevertheless end at the specified time. Players
will score all points earnt up until that point, to a
maximum of 9 VP. The final is the exception to this; this
must be played until won in the usual manner.
-
A win cannot be claimed on another
player's turn. The winning player will be credited with a
score of 10 VPs for the game, regardless of whether he won
by scoring 10, 11, 12 or more VPs; all other players will
be credited with a score of at most 9 VPs for the game.
Previously undisclosed 1VP cards count towards this total.
-
You can play a Knight/Soldier card either
before or after rolling the dice.
-
If the bank does not have enough cards of
a particular resource to pay every player the full number
of cards each has earnt for that round, nobody picks up
any cards of that resource for that particular dice roll.
-
Only one development card can be played in
a player's turn, and it may not be one bought that turn.
Note that 1VP cards do not have to be explicitly played,
merely disclosed and counted at the end of the game.
-
If a player is unable to demonstrate which
development card he bought that turn (e.g. by setting it
aside separately), he may be refused permission to play
any development card that turn.
-
Building occurs strictly after trading in
the turn. If you build to a port, you cannot use it in the
same turn. All trading, even with the bank, must be
completed before any building takes place.
-
Roads are blocked by settlements; it is
illegal to build a road from another player's settlement.
-
You may build a settlement and upgrade it
to a city within the same turn unless you have five
settlements already.
-
You may trade with the bank both before,
after and in between trading with other players in your
turn.
-
When moving the robber (whether on a throw
of seven, or playing a soldier card):
- The robber *must* be moved to a non-desert land hex
which is not the one it currently occupies.
- Any other non-desert land hex may be chosen, even if it
is adjacent to no players, or to no players who have
resource cards to steal.
- Unless there are no such players, the player placing the
robber *must* then nominate a player - other than himself
- with a hex adjacent to the robber, from whom to steal a
resource card.
- It is permissible to nominate a player who has no
resource cards to steal, even if it would have been
possible to nominate one who did have cards. If a cardless
player is nominated, no theft occurs.
-
It is not possible to give up resource
cards to the bank. Trades where one player gives another
one or more cards in exchange for nothing are permissible,
but the "gift" must be agreed by both parties in
the usual way.
-
If desired, a player may perform
"inefficient" trades with the bank, for example
a 4:1 trade while on a 3:1 port, or even on a 2:1 port for
that commodity.
-
A commodity may be traded for itself, e.g.
a player on a 3:1 port might elect to trade three sheep
for one sheep.
-
By unanimous agreement of the other
players, a specified player may be prohibited from
handling the bank other than on his own behalf.
-
The Tournament Director may prohibit a
specified player from handling the bank at all. In
extremis, the TD may appoint a non-playing banker for a
table.
-
Free discussion is allowed by all players
at any time. Except concerning points of law, or attempts
to resolve an irregularity, disingenuous comments and even
outright lies are permitted. For example, all of these are
allowed:
- Interjecting during another player's turn to offer
someone a better trade if he waits until your turn.
- Lying when asked whether or not you have a resource to
trade.
- Pointing out how close a player is to winning.
- Denying that your face-down development card is a
victory point, when in fact it is.
- Suggesting a course of action to another player that
will frustrate a third party.
- As a decoy, asking for a rules clarification in relation
to an action you have no intention of taking.
...but the following would not be:
- Falsely claiming to have only seven resource cards when
a seven has been rolled.
- Denying having a resource when a monopoly is called.
- Claming to have received the correct resource cards from
the bank when actually given too many.
- Intentionally misleading another player as to the rules
on road placement.
-
No player may look at another's
development cards or resource cards, nor may a player
elect to show cards to another player or players.
-
A player may only claim "longest
road" or "largest army" in his turn. He
must take the card if instructed to by any player, but
neither he nor any other player is under an obligation to
point out the eligibility. Provided he remains eligible,
the card may be claimed (or be instructed to be taken) in
a later turn.
-
Rolls of the dice must end with each die
flat on either the table or a board hex. If any die
finishes "cocked", or falls off the table, both
dice must be re-rolled.
-
All boards will use precision (casino)
dice, provided by the tournament director.
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No variants listed in the Mayfair rules,
except for 4 & 6 as described above, will be allowed.
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All players must write their names and
final VP scores on the results sheet, sign it and return
it to the Tournament Director. The TD will happily provide
rulings on any queries that occur; his decision is final
and not subject to appeal. All players are expected to
show good sportsmanship and to try to complete each game
in the time allowed. The TD reserves the right to enact,
introduce, delete or alter any of these rules at any time
with no prior notice, and the decision of the TD is
binding, even if incorrect. The TD reserves the right, as
a last resort, to exclude or dismiss players from the
tournament without refund.
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