manifest destiny [Updated April 2006]

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   15   19        9

  Lampeter  Rds  Paradise Terrace, Table 1

Harald Henning, CT

2005 Champion

2nd: Ted Simmons, NJ

3rd: Brett Mingo, MD

4th: Pete Pollard, TN

5th: David Nicholson, ON

6th: Dave Long, NC
Event History
2005    Harald Henning    46

AREA Ratings:

GM: Bill Crenshaw

the game's designer

Another Entry in the Card Driven Series ...

Welcome to the second year of Manifest Destiny at WBC. The initial year was a smashing success as Harald Henning took home the inaugural crown as Quebec. We hope to have even more participants this year.

Manifest Destiny is a card-driven, multi-player strategy game for the entire family that is intended to capture the spirit ofAmerica. There are opportunities for both cooperation and competition. Let's keep it clean and fun.

Rules: The two most important rules are: (1) have fun; and (2) no whining! The rest of the rules are in the Rule Booklet and in GMT's Living Rules at

No Experience Necessary: No experience is necessary to play, but all players must have played previously, read the rules, or attended a teaching demonstration (the Demo is Wednesday at 1). The Reference Book has a description of the cards and product pay outs, which may be helpful as the game proceeds.

Game Length: The game takes 3-4 hours to play.  After approximately 3.5  hours I reserve the right to end any game at the end of the next Acquisition Phase.

Players will save a lot of time if they plan ahead, particularly in the Acquisition Phase. Each player has their own set of deeds and players can allocate money for purchases of progressions and tokens ahead of time, which will save a lot of time.

Semi-Finals:Players who win a heat will probably qualify for the semi-finals. If fewer than 15 heat winners appear for the semi-final, second place finishers who are present will be chosen to round out the field in order of how close they were to the winner. If more than 25 heat winners appear for the semi-final, semi-final qualifiers will be determined using the WBC standard MESE tie-breakers as follows:

MESE ADVANCEMENT TIE-BREAKERS: In Multiple Entry, Single Elimination events for multi-player games, players possibly qualify for Single Elimination play in the second round by winning any of up to four preliminary Heats. Occasionally, players may advance wihout winning a heat. Players can enter one or more Heats without limit. All MESE events for multi-player games consist of three rounds; an opening Round consisting of two to four Preliminary Heats, a semi-final and a Final. The semi-final round will advance a predesignated optimum number of players to fill the second round; i.e., 25 players for a five-player game, 16 players for a four-player game, etc. but in all cases will advance no more than half of all players which participated in the Preliminaries. If insufficient players advance to warrant a semi-final round, the scheduled semi-final will instead become the Final.

NEW MESE TIE-BREAKERS: A Preliminary Heat win will NOT in itself guarantee advancement. All MESE events will advance the optimum number of players to the next round based on the following tie-breakers without exception.
1. Win in first Heat entered
2. Most Wins
3.Win in second Heat entered
4.Win in third Heat entered
5.Win in fourth Heat entered
6. has brought a copy of the game if needed for next round; otherwise GM may substitute game specific tie-breaker
7. average finish in all heats entered; e.g., a 2nd and two 3rds = 2.67 and beats two 2nds and two 4ths (average: 3)
8.high dice roll

"Win and you're in" is no longer a given although it is a strong possibility. This system of tie breakers encourages repeat play in Heats without requiring it. A single win (especially in the first Heat entered) will probably advance that winner but is not guaranteed to do so. Conversely, players who continue to play additional heats after winning a Preliminary game only enhance their chances of advancement without damaging their prospects, but a player who wins their only Preliminary game will probably advance without investing further time in Preliminary play. Meanwhile, non-winners who continue in Preliminary Heats will have additional chances to qualify in search of that elusive first win since in most events, a single win will still advance you to a semi-final round.

Marking Expansion:Use the round colored disks to mark new expansions, as well as for tracking turn order, Profit, and Breakthrough steps. When a player places a Control Token in a new territory, the player also places a colored disk in the territory to indicate a New Presence. If the territory is captured during another player's expansion, both the Control Token and the disk are returned to stock. Otherwise, at the end of the turn, all players remove their disks to indicate that any New Presence has become an Established Presence and adjust their Profit (and determine who gets the expansion bonus card) based on the number of disks (i.e., New Presences).

Four disks are used as markers, leaving eight to track New Presences and Breakthrough steps. A player can have up to seven Breakthrough steps at a time. It is possible that at some point in the game a player may be using a number of cylinders to mark Breakthrough steps and may not have enough cylinders available to mark New Presences. If this happens, once the player runs out of cylinders, the player should use the extra white square tokens to mark any additional New Presences.

Prizes: GMT will provide merchandise certificates for the top four laurelists in this event.

 GM      Bill Crenshaw  [2nd Year]   NA   NA

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