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Lost Cities (LST)

HMW 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 @ 14 - Exhibit Annex T6

Heat 1: Wednesday @ 16 – Seasons 1
Heat 2: Thursday @ 19 – Seasons 1
Heat 3: Friday @ 18 – Seasons 1
Heat 4: Saturday @ 9 – Seasons 1
Round 2/6: Saturday @ 17 – Seasons 3


 

John Conlon : GM (1st Year)

Email GM


 

 

 

 

Links:

BGG Link AREALaurels

 

   

Lost Cities is an easy-to-learn 2-player card game, and an excellent test for all gamers, age and gender neutral. The tournament will consist of four heats that will determine qualifying players to advance to the Single Elimination (SE) Rounds. Players with copies of the game should bring them! Extra copies will be needed. This event has turned away players in the past and will doubtless do so again this year for lack of games. Bring a copy of the game, if you expect to play.

Heats: The event uses four heats which comprise Round 1, and will be followed by 45-minute SE Rounds on Saturday evening. Players may play in as many of the heats as they wish. Each Heat is one game of three hands per two players. Games will be played according to the box rules with one modification: Before play, opponents will shuffle and cut the cards to determine who plays first; higher numbered card plays first for the first hand only. Also, before play, opponents will count the cards to verify that the deck is complete with sixty (60) cards. Each game will be three hands with the best cumulative score of the three hands declared the winner. During Round 1 only, tied scores after three hands will be resolved by a 4th, 5th, etc. hand until any tie is broken.

Only players with two or more wins in the Heats will qualify to advance to the SE playoff rounds. There will be one alternate allowed only if the first round of playoff qualifiers is an odd number. That single alternate will be the player who is present and did not qualify for the playoffs who had the highest total cumulative score in the four Heats. A list of the highest alternates will be posted on the event kiosk. Note: If GM does play, GM will have at least two assistant GM's to assist with any rules questions and to adjudicate any problems.

Advancement Tiebreakers: No further tiebreakers are required as all winners of two or more Heats (and only those double winners) will be eligible to advance to the SE Rounds.

Single Elimination Rounds: Single Elimination rounds (SE) will begin Saturday evening with Round 2, and run continuously through the Championship Round. Once it begins, the SE Rounds will feature 45-minute rounds with warnings at 15 minutes and five minutes, after which games will be adjudicated. Games tied after three hands will subtract the highest and lowest scores of their three hands from their total in order to determine the winner. If still tied, then the higher roll of a ten-sided die will prevail.

Beginning with the Quarterfinal Round, the replacement(s) to complete any odd pairing will be drawn from the losers of the immediately preceding Round to reduce the field to exactly eight players, using the following tiebreakers: 1) Higher score in immediately preceding Round; 2) Most successful expeditions with investors in immediately preceding Round (Score 0 or positive number); 3) Most successful expeditions in immediately preceding Round (Score 0 or positive number); or 4) Higher roll of a ten-sided die.

Places 1 through 4 will be determined by game results in head-to-head competition. Places 5 through 10 will be determined by using the approved WBC rules awarding 5th place to the quarterfinalist defeated by the champion and sixth place to the quarterfinalist defeated by the runner-up.

Adventure awaits.

 
 
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