Galaxy [Updated April 2006]

      11    12
      21       21   
     12    20     22   

 Cornwall       Paradise Terrace, Table 4

Sean McCulloch, OH

2005 Champion:

2nd: Jed Shambeda, PA

3rd: Rob Winslow, NY

4th: Phil White, MD

5th: Joe Burch, MD

6th: Steve Cameron, PA
Event History
2000    James Pei     96
2001    Steve Cameron     87
2002    Jon Shambeda     75
2003    Rob Winslow     60
2004     Joe Burch     58
2005    Sean McCulloch     48 

AREA Ratings:

GM: Mark Mitchell

War of the Worlds 21st Century Style ...

Tournament Format
Play one game in a heat. Enter as many heats as you'd like, with best finish considered in seeding. Top 25 finishers advance to Semi-Final. Top five finishers advance to final. The "Ender Award" will be presented to the player who eliminates the most worlds during the tournament. Please note, this is a Beginner's Event, which means that the game will be taught only to those attending the scheduled demo in Paradise Terrace..

The GMs will assign four or five players to each table. No relatives or teammates may play at the same table prior to the final. Otherwise, seating will be random, with the option of spot adjustments as determined by the GM.
Each table will play one game, with scores at finish determining finish. If there is a tie for the most influence, the tied players determine the value of the cards in their hands. Each ally ship or ship of a surviving world is worth double its value. Each ship of a surrendered world is worth its face value. Each technology card is worthless. The tied player who has the highest-valued Hand finishes higher. If still tied, the tied player who played last finishes higher. (If the players fail to resolve ties, the GM will break them based on her whim.) Once a new betting round has begun, no spoils of war may be granted for the previous round. Once the cards are picked up off the table after the last round, no scoring adjustments may be made.
At the start of each game, seating at the table will be randomly determined by drawing cards from one suit in the deck or rolling dice and placing players in clockwise numerical sequence from lowest to highest, or any other way agreeable to all players.
A maximum of 25 players will advance to the second round. If there are more than 25 table winners, the top 25 seeds will advance. Seeding will be determined based on the table winner's score as a percentage of the runner-up's score. (Ties will be broken based on the table winner's score as a percentage of the sum of the second and third players' scores.) Players will be ranked in order according to highest to lowest percentage. If there are fewer than 25 table winners for the second round, it will be filled out with alternates to ensure five players per table. Additionally, some alternates will be substitutes for dropouts at the start of the next round. The order among alternates will be determined by: 1) Finish order; 2) Player's score as a percentage of table winner's score; 3) Player's score as a percentage of table score; 4) Player's total score. Check the event Kiosk in the Salon hallway to determine your Alternate status.
Players will complete the scoring form for the table, listing the players, scores, finish, and other information. Please keep track of the world surrender information, indicate any remarkable events that occurred during the game, make comments about the way this tournament was run on the back of this score sheet. Turn this form into the GM after you've finished playing your game.
The semi-final will be the same format as the heats.
Each table winner in the semi-final round will advance to the final round. No alternates will advance from the semi-final round to the final round unless a winner fails to appear for the final.
The final will be the same format as the heats.

Rules Interpretations
Table talk suggesting alliances or a specific course of action is permitted; however, such verbal agreements are not binding. The only restriction is that you may never show any card to another player until you play or discard it, except as required by the rules of play. If you show a card by "accident" or otherwise, the player to your left draws one random card from your Hand which is discarded as a penalty. (Thus, any card played is played. You can't take it back.)
Revealing a secret base is done instead of placing an unplayed base. The Garrison ship is returned to your hand. (If the world has already surrendered, the Garrison ship is placed in the discard pile and is considered your ship card play.)
Spoils of victory are awarded when a world surrenders, starting with the player whose turn it is and proceeding clockwise. Once the next round has begun, no spoils of victory can be awarded for the previous round.
There is no limit to the number of cards you can hold in your hand. At the end of your turn, you may either draw one new card from the Draw pile or pick up all the card(s) in your Reserve. If the Draw pile is exhausted, you may not draw new cards.
Any undefended, visible Base on any row can be attacked by any Fleet Ship with a combat opportunity. A Base is undefended if it has no ship in the current row of the world's column.
If you are not already governor of a world when you play your ship card, you may not use that Governor's power that turn; however, you may use a Governor's power in the same turn you become Governor. The ship you play need not survive the action phase to trigger use of the Governor's power.
You don't have to be governor of a world to use a ship's power. If you play a ship card, you may use the power listed on the card or attack with the card, as appropriate, regardless of who is the governor of the world.
Facedown ships cannot use their ship power (even when turned face-up during the World Surrender Phase); however, facedown ships defend bases.
When the Governor of the Divergence exercises his or her power, he or she may play a second ship in the Action Phase after the first ship's power (including attacks) is used or forfeited. The second ship may not be played in the Divergence column. If the second ship is played on a world with the same Governor, the world's governor power may be exercised.
Technology cards augment a player's ability for the duration of a round (until a world surrenders), except Advanced Processing, which may be used only once.
If no player at the table can either play a card or discard a card, the game ends, and the winner is determined by calculating the value of the bases on all remaining worlds.

Late Arrivals and Long Games
Late arrivals will be accommodated in the heats, as possible, if a full game (five players) can be formed; however, all games must be completed by the end of the scheduled period. For the semi-final and final rounds, players must check in with the GM by five minutes after the beginning of the scheduled round or they may be disqualified, if an alternate has already checked in to replace them. Games that are not complete by the end of two hours may be adjudicated by the GM, at her discretion.

Changes from Last Year
The "Ender Award" will be presented to the player who eliminates the most worlds during the tournament.

Rule Adjudication
For any game that the GM is playing, an assistant GM will make any necessary adjudication. Decisions made by the GM (or assistant, as necessary) are final.

Medalists (plaque winners) will receive GMT merchandise credits of $15 for 1st, $10 for second, and $5 for third place.

 GM      Mark Mitchell  [2nd Year]   NA    NA  

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