The heats will be 4-player games, with 3-player games as necessary to accommodate. The top finishers from the heats will advance into a 16-player semifinal (4 games of 4, advancing to a 4 player final). In the event that fewer than 16 players show up for the semifinal, 3 player games will be played, with the higher seeds playing the 3 player games. In the semifinal round, the players will be seated in seeding order, with players choosing their turn order as they are seated.
Players will earn points based on their finish in the heats
- 1st – 100 points
- 2nd – 50 points
- 3rd – 20 points
- 4th – 10 points
- A 3 player game will score similarly (100/40/10)
If the score between two players at a table is tied at the end of the game, break the tie using these tiebreakers (remember, you must win on your turn, so these tiebreakers are only for 2nd – 4th places):
1) Most Resource & Commodity cards in hand
2) Most Progress cards in hand (excluding VP cards)
3) Turn order (with the player earlier in turn order, placing their city last, winning the tie)
Semifinal: Advancement into the semifinal will be based on total tournament points.
1) Most Wins
2) Total victory points in heats
3) Single best finish in a game
4) % of next worst player's score (in best finish)
The semifinal will consist of the top ranked 16 people that show up, and will consist of 4 4-player games. If fewer than 16 people show up, then some games will be 3-player (players 16, 15, 14, 13 will be null.) If fewer than 8 players show up, then the top 2 of each table will advance to the finals. If fewer than 4 show up, then the semi will become the final.
Once seeding is determined, players will be seated as follows:
- Table 1 – #1, 8, 9, 16
- Table 2 – #2, 7, 10, 15
- Table 3 – #3, 6, 11, 14
- Table 4 – #4, 5, 12, 13
Alternates for the final will not be based on heat results, rather on semifinal results. These tiebreakers will also be used to determine an overall 5th and 6th place for the tournament.
1) Position in the semifinal game (all 2nd place semifinal players will rank above any 3rd placers)
2) VP in the semifinal game
3) Most resource & commodity cards in hand
4) Most progress cards in hand
5) Most number of city advancements
Note: Although any version of the game may be used for heats, all advancement boards will use the 4th or 5th edition of progress cards. A sheet containing differences between the progress cards of 3rd and 4th editions will be provided.
GAME SETUP AND PLAY:Game Setup
- Setup will be performed using the Standard Random Setup as explained in the Catan Rules.
- Determine which player is Player 1 by rolling 2d6 each. The highest roller is Player 1.
- Each player, starting with Player 1 and going clockwise, places a Settlement/Road on the board per normal placement rules.
- Each player, starting with Player 4 and going counterclockwise, places a City/Road on the board per normal placement rules.
- Each player collects starting resources (no commodities) corresponding to the tiles of his city’s location.
GAME PLAY IN A TURN SEQUENCE (on your turn only):
- The active player rolls all 3 dice. If all players at a table agree, the event die may be chosen to be completely ignored until each player has had a turn.
- Each hex marked with the number rolled produces one resource card for each adjacent Settlement. For an adjacent city, players receive two resource cards (on wheat or clay), or one resource and the corresponding commodity (wood and paper, sheep and cloth, or stone and coin).
- The active player may trade resources with any other player or a harbor (“the bank”).
- The active player may build as many times as desired, following normal building costs. Players may build and trade in any order. This includes building a port and using it on the same turn.
- City advancements (“page flips”) may only be done if the player currently owns at least one city.
- You may play any number of progress cards on your turn, including those you just received on that turn.
- Your turn ends when you pass the dice to the next player.
Robber (when a player rolls a 7)
- Any player with more resource and commodity cards in hand than their hand limit (7 cards, plus 2 for each city wall the player owns), must discard half of their cards, rounding in their favor. This also happens if a 7 is rolled before the barbarians have attacked for the first time.
- The player moves the robber to any hex (desert is valid). While the robber is on a hex, that hex produces no resources or commodities.
- The active player may steal one random resource/commodity card from a player with a settlement or city adjacent to the affected hex.