The alltime record Attendance event
...
Prospector, captain, mayor, trader, settler, craftsman, or
builder? Which roles will you play in the new world? Will you
own the most prosperous plantations? Will you build the most
valuable buildings? You have but one goal: achieve the greatest
prosperity and highest respect! A unique game system lets the
players choose the order of phases in each turn. For 3-5 players,
aged 12 +; length: 90-120 minutes; author: Andreas Seyfarth.
WBC PUERTO RICO TOURNAMENT RULES
Puerto Rico is a level 5 Century event this year with
three preliminary heats. In the heats, players will be paired
at random in 4-player games. If we have an odd number, the remaining
games will be 3-player (no 5-player games). Players with games
are urged to bring them to the heats to assure that we have sufficient
copies on hand. Note that we will not be using any of the expansion
buildings. Because PRO is classified as a "B" event
this year, newcomers must attend the demo in Paradise Terrace
if they expect to be taught how to play. No such instruction
will be available during the event itself. However, there should
be numerous opportunities to learn the game in Cafe Jay (the
Ballroom Foyer) or during open gaming at the convention. Do NOT
expect to learn the game as you play in the event.
There will be no significant changes to the tournament format
from last year. Because Puerto Rico is a MESE event, the
standard HMW rules for advancement will apply. The following
additional game-specific tiebreakers (see HMW Tiebreak Rule 6)
will also apply:
1 - Number of seconds
2 - Number of points behind the winner in the best game - here
a low number is best (i.e., losing on a tiebreak yields a 0 result,
losing by one a -1, etc.).
3 - Head to head results among tied players, if appropriate.
4 - Random plantation draw or coin flip (if needed).
However, with an extra elimination (quarterfinal) round we
hope to have all heat winners advance with possibly some alternates
as well--this has been the case iin each of the past four years.
Once all heat winners are accommodated, those with multiple wins
in the preliminary games will be eligible to possibly receive
a bye to semi-final round games--players with multiple wins not
receiving byes will be seeded into the quarterfinal round games.
The semi-finals will consist of four 4-player games, and the
quarterfinals will consist of a variable number of 4-player games
depending on the number of advancing heat winners, subtracting
out any multiple heat winners with byes to the semi-finals.
As in 2007, there will be bidding for seating position starting
with the first elimination (quarterfinal) round through to the
Final. For full details, see the section entitled "Bidding
for Seat Position" in the following complete rules for 2008.
GM John Weber
Assistant GMs Barb Flaxington, David Platnick, and Malinda Kyrkos
These are the official rules for the 2007 WBC Puerto Rico
tournament.
GETTING STARTED: There is no sign-up sheet for this
event. Rather, players with games will set up at designated tables.
The remaining players will select a card with a table number
on it and go to that table. Your card is your voucher to play;
please do not mark or write on them as they will be re-used.
Each table will be provided with a scoresheet that you should
start filling in once the Governor for the first turn is either
randomly selected (that player's name and badge information should
go in seat 1, then around to the left, etc). Please make sure
to write players' names and badge numbers LEGIBLY on the scoresheet
so that the appropriate player(s) will be credited with wins,
seconds, etc.
PAIRINGS: All pairings in the preliminary heats will
be at random. Players should not play with teammates, particularly
if one of them has selected PRO as their team game. If you are
randomly paired with a teammate or someone you prefer not to
play with, you have the GM's blessing to simply switch off with
another table.
SPECIAL OPTIONAL PAIRING RULE: All preliminary round
games this year will be four-player games (in the event of an
odd number, the remaining games will be three-player, NOT five-player).
In the third preliminary round, any player that has drawn an
indigo seat in both of the prior rounds and lost in both games
can request a corn seat in the final preliminary round game.
Similarly, although the statistics favor corn seats over indigo,
any player that has lost two games with corn can request an indigo
seat, and these requests will be honored. Furthermore, in the
final preliminary round, we may pair some one-game winners together
in order to ensure that an optimal number of one-game and two-game
winners are available for advancement to the elimination rounds.
Also, although it cannot be guaranteed, we will try to ensure
that players face different opponents in their preliminary round
encounters, keeping in mind that with 100+ players, it may not
be possible to honor all requests in a timely manner.
WHEN YOU FINISH YOUR GAME: The rest of the information
on the scoresheet should be completed at the end of play. The
scoresheet will be used to track results and to compile statistics
on the game.
All information, particularly players' names, badge numbers
and final positions, should be LEGIBLE so that the appropriate
result will be entered. Feel free to add any comments about the
game on the back, and return completed scoresheets to the box
labeled "Scoresheets" near the event kiosk. This is
the only way you will receive credit for playing in the tournament.
Games should be completed in two hours or less. If a game is
running long, then players will be asked (usually with no less
than 15 minutes before the end of the two-hour round) to complete
one more turn and simply add up the scores as if the game had
finished, regardless of the board position.
ADVANCING TO THE NEXT ROUND: Players are free to play
in one, two, or all three preliminary round games. Advancement
to the next round will use the mandatory tiebreakers adopted
by the BPA for all HMW events, which are:
1. Most Wins
2. Win in first heat entered
3. Win in second Heat entered
4. Win in third Heat entered
5. GM specific tie-breaker, the following game-specific tiebreakers
will be used to break any remaining ties:
1 - Number of seconds
2 - Number of points behind the winner in the best game - here
a low number is best (i.e., losing on a tiebreak yields a 0 result,
losing by one a -1, etc.).
3 - Head to head results among tied players, if appropriate.
4 - Random plantation draw or coin flip (if needed).
ELIMINATION ROUND PLAY: This year, as in the past two
years, there will be a quarterfinal round, a semi-final round
and a four-player Final. All elimination round games will be
four-player games. The top performers in the preliminary rounds
will be offered byes into the semi-final game. In deciding the
optimal number of players to be offered such byes, the first
objective of the GM is to assure that (hopefully, like last year)
all winners of at least one game advance to the quarterfinal
round. A secondary objective will be to assure that as many two-game
round winners advance with byes to the semis as possible. If
not all two-game winners can be accommodated in this way, any
multiple-game winners that play in the quarterfinals will be
seeded into different games. Hence, the system rewards good play
throughout all heats of the tournament and provides a little
extra incentive for players who have won a game to continue playing
for multiple wins and one of the coveted byes. The number of
quarterfinal round games will depend upon the number of winners
in the heats, excluding any multiple game winners who were offered
and accepted byes. Any additional spots will be made available
to those on the alternate list using the criteria outlined above.
All quarterfinal game winners will advance to the semi-final
round, as will the top second place finishers (i.e. those closest
to winning, meaning that a loss on a tiebreak is better than
losing by one point, losing by one is better than losing by two,
etc.). An alternate list will be prepared in advance of both
the quarterfinals and semi-finals and posted at the tournament
kiosk; any player eligible to advance who cannot continue in
the elimination rounds because of schedule conflicts is urged
to notify the GM/assistant GM and/or post such information on
the tournament kiosk.
The four winners of the second semi-final games will advance
to play a four-player final, and the two closest runners-up in
those games will be awarded fifth and sixth place (as well as
being first and second alternates for the Final).
Ties among second-place finishers for advancement to the semi-finals
and/or the fifth or sixth place plaques will be broken by:
1- Any prior head-to-head results among the tied players.
2- Overall prior record in prior rounds of the tournament.
3- Coin flip or random plantation draw.
BIDDING FOR SEAT POSITION, STARTING WITH THE QUARTERFINALS: Starting with the quarterfinal round games and continuing
in the semi-finals and Final game, we will use mandatory bidding
for all four seats. It will work as follows: Each player will
randomly draw a random plantation tile (using the trading house
values) to determine who bids first. For bidding in the semi-final
round games, anyone advancing with a second place finish in the
quarterfinals must pick last at his/her table (and hence will
be assigned the lowest valued plantation). Similarly, anyone
advancing to the quarterfinal round games with fewer wins will
be assigned lower valued plantations than those with more wins,
who shall be assigned higher valued plantations and therefore
be among the first to bid.
Going around in plantation order value (coffee goes first),
each player will place a matching plantation tile on a bid value
ranging from 0 to 5.0 VP (in increments of 0.5 VP) on a chart
to be furnished by the GM. Bids may be zero but in all instances
must be higher than any previous bids for a particular seat.
Any player who has been outbid will have his/her marker removed
and will, when his or her turn comes, bid again--either a higher
value for the same seat or a different amount for another seat.
A player whose bid is not topped by another bid does not get
another bid -- instead the bidding goes around to the next player
without a bid marker in play. The process continues until all
players' bid markers are on a different seat, with the resulting
bid representing the VP handicap to be assigned for that particular
game. These VP handicaps will be noted at the top of the particular
seat position (1, 2, 3 or 4) on the scoresheet above the player's
name and will be subtracted from that player's VP total at the
end of the game.
To assist players in determining choice of seats and an appropriate
bidding range for each seat, consider the following statistics
collected from 346 tournament games of four-player Puerto
Rico played at WBC and EuroQuest events from 2002-2006:
Seat #1 (indigo): 42.15 scoring average, 74 wins (21.1%)
Seat #2 (indigo): 40.82 scoring average, 61 wins (17.4%)
Seat #3 (corn): 43.51 scoring average, 108 wins (30.9%)
Seat #4 (corn): 43.19 scoring average, 107 wins(30.6%)
NOTE: Total wins equals 350 because of double winners in four
games.
INDIVIDUAL GAME TIEBREAKERS: In the preliminary rounds,
if two or more players are tied in points and in both doubloons
and goods (a rules tiebreaker), then all such tied players will
be awarded the tied position, be it first or second. Other players
behind them do not move up a position, however. In all elimination
round games (including the Final), a special tiebreaker (if still
tied on doubloons plus goods) will be used: the tied player with
the most colonists (including those in San Juan) will be awarded
the higher position. If still tied, the tie shall be broken in
favor of the player with the best result in the prior rounds'
games (all wins counting equally). If still unresolved, the player
who accepted the higher VP handicap will be awarded the position
and, finally, if still tied, then go to a coin flip or random
plantation draw.
RULES CLARIFICATIONS: The 2002 Rio Grande standard
game rules (in English) will apply. The following serves to clarify
some situations that might raise questions:
1. There is an error on the printed Guild Hall; the rules
are correct - its bonus applies only to non-violet production
buildings.
2. Use of a manned violet building (including the wharf) is
always optional. If you opt to use the wharf, then you must ship
all goods of the selected type, however. If you opt not to use
the wharf, you must ship per the normal rules if an appropriate
ship is available.
3. When order within in a phase or sub-phase is important
(i.e., placement or movement of colonists in a Mayors' phase,
or warehousing at the end of a Captain's phase), you start with
the person who selected the mayor or captain and go clockwise
around the table. Any player has the right to "call the
order" during a Mayor phase.
NOTE: Anyone playing in the Final should expect that this
will be done in all Mayor phases in part because we will be keeping
track for a likely series replay. If this is the case, players
should expect that no more movement of colonists will be allowed
once the decision is
passed to the next player in sequence.
4. Remember if one of the three game-end triggering events
occurs, you play until the end of a complete round (which means
until everyone has had an opportunity to select a character card
and all phases triggered by those cards are completed).
5. VP chits are to be kept secret by turning them face down;
all other items in the game are public.
6. If you are playing a four-player game, be sure to follow
the Rio Grande Rules for four player games. When removing colonists,
remember a four-player game has 21 fewer colonists in total,
20 less in supply but also one fewer on the ship (75 and 4 for
a total of 79 versus 95 plus 5 in the five-player version). Similarly,
there are 21 fewer colonists needed for a three-player game compared
to a four-player game, and also remember to reduce the number
of VP chits available depending on the number of players as stated
in the rules.
7. If a player has an active harbor and a wharf, when shipping
during the Captain's phase it is permissible for that player
to ship a type of good to fill a regular ship (thus obtaining
the harbor VP bonus) and then in a subsequent shipping round
to load the remainder of that same type of good on the wharf
(again obtaining the harbor VP bonus for the same type of good).
8. Finally, if the VP chits run out of the last turn, be sure
to record the number of virtual VPs on paper and add them to
the score of the appropriate players. Also, in the semi-final
and final round games, please remember to subtract out the VPs
bid to arrive at a player's final score for the game.
COMMENTS WELCOME: Feel free to submit any specific suggestions/comments
to the GM.
GM John Weber; Assistant GMs: Barbara Flaxngton, David Platnick,
Malinda Kyrkos