vinci [Updated April 2006]

   14   15     
  14     9     12

  Cornwall    Paradise Terrace, Table 4     

Joe Pabis, VA

2005 Champion

2nd: Alan Kaiser, OH

3rd: Bruce Bernard, PA

4th: Brian Carr, VA

5th: Benjamin Foy, MD

6th: Mark Pitcavage, OH
Event History
2000    Jason Levine     36
2001    John Charbonneau     32
2002    Bob Heinzmann     34
2003    Mark Neale     29
2004     Jimmy Fleckenstein     36
2005     Joe Pabis     38

AREA Ratings:

GM: Mark Neale

Renaissance in half the time


This year's format will consist of two qualifying heats, a semi-final, and a Final. Based on the number of players in each qualifying heat, as many 4-player games as possible will be set-up with up to three 5-player games as needed. Only under extreme situations (eg. very low turn out) will 3- or 6-player games be held. Last year there were over 20 players for each
qualifying heat.

I've ranked this as a beginners welcome event. Players should have read the rules, played previously or participated in the 2 PM Wednesday teaching demonstration before the first heat.


The semi-final round will consist of two 5-player games. Ten players will advancing to the semi-finals based on the new MESE tie-breaker rules using the following tie-breakers:

1. Win in first Heat entered
2. Win in second Heat entered
3. A second place finish with smaller point difference behind the winner **
4. Average finish in all heats entered; e.g., a 3rd and a 5th (average: 2.5) beats a 4th and a 5th (average: 4.5)
5. High dice roll

** This raw point difference is meant to favor a 2nd place finish in a 5-player game over a 2nd place finish in a 4-player game. 5-player games have fewer pieces per turn which implies fewer victory points per turn which implies a closer finish.

Players should check the game kiosk in Paradise Terrace since semi-final alternates will be listed using the same tie-breaker rules. At the semi-final start time enough alternates will also advance to fill the ten semi-final seats.

The Final will consist of a single 4-player game. Four players will advance based on the above tie-breaker rules for the semi-final games and ignoring qualifying heat results. This means winners and second place semi-finalists will advance. If any of those four players can't attend the Final then the third place semi-finalists will be the first alternates based on the same tie-breaker rules.


Heats: Please let the GM know if you have a copy of the game when checking in and be prepared to set up your game when asked. Players will be randomly distributed to games by cards. All games will have four or five players. Team members will be separated if one member has Vinci as a team game. At each table, players will randomly determine the first player and seating order by drawing cards or markers.

Semi-Finals: First, all preliminary game winners will be randomly divided among the two tables, followed by runner-ups (ie. preliminary game non-winners) being randomly divided. Where possible, teammates will be separated.


The tournament will use all 2nd Edition Rules as included in the current edition of Vinci available from Descartes-Editeur (Eurogames Descartes USA). If you only have the 1st Edition, here are the clarifications and errata.


1. Mining produces 2 extra VPs in each province with a pickaxe. The counter and rules are correct, but the Summary of Play card is in error.
2. Medicine should not have a 1 in a yellow circle on the counter - it should instead have a +1 with a piece icon next to it, to indicate the extra piece you get each turn (numbers in yellow circles indicate VP bonuses).
3. The rules for Expansion of an Empire are contradictory - on page 3, the rules state that one pawn must be left in each province of an empire at the beginning of a player's turn, but on page 4, they state that provinces may be left empty. According to the designer, the second rule is correct - you may leave a province empty at the beginning of your turn, in which case you no longer own it (see below for a description of exactly how a turn works). You may NOT leave a province empty during the Reorganization phase at the END of your turn, unless you have more provinces than pieces (which can happen with Field General, for example). It is still possible to have an attack cost no pawns, in which case you must move a piece into the
conquered province during Reorganization (as per the Note on page 4 of the rules).
4. Normally, the presence of a broken column icon on a Civilization counter indicates that the counter remains on the board when the owning empire goes into Decline. However, this is not true of the Heritage and Fortification counters - they are removed when an empire goes into Decline (it's not true for Rebirth, either, but that seems fairly obvious). For Heritage, the icon is there to indicate the counter's use with Declining empires, but the Active empire has to own it. For Fortification, the icon is there to indicate that the forts remain when the empire goes into Decline (but it can build no new ones).
5. There were supposed to be three Barbarian counters and one Specialization counter in the mix, but due to a misunderstanding on the original graphic designer's part there are two of each. To play the game exactly the way the designer intended, mark one of the Specialization counters to designate it as a Barbarian. Otherwise, if you draw both Specialization counters for the same empire, replace one of them with a new one.


1. It is not entirely clear exactly how turns work after the first one, given the rules as written. What happens is actually pretty simple: you remove all but one piece from each province of your Active empire (you are allowed to remove ALL the pieces from a province if you wish, as per item 3 under Errata), add to these any extra pieces obtained from Field General or Medicine, and make conquests, using your current provinces as bases. When you're done you can reorganize as per the rules.
2. If you remove all the pieces from ALL your provinces, you may re-enter the board immediately as if you had a new empire.
3. You may attack across coastal boundaries (black lines or partial black lines) without having Astronomy. You only need Astronomy to attack through dark blue Sea spaces. Provinces separated by black lines (or partial black lines) are considered "adjacent" for all purposes.
4. The +1 bonus given for attacking from a Mountain space applies when attacking across coastal boundaries. It does NOT apply when attacking across Sea spaces using Astronomy.
5. If an Active empire has Heritage, and is next to the player's Declining empire, it may attack it.
6. Diplomacy may be used against a player without an Active empire on the board - this will prevent him or her from attacking you with a new Active empire on his or her turn.
7. If an empire has Specialization and a counter the effects of which cannot be doubled (all blue counters except Medicine and Diplomacy - these and all yellow and pink counters can be doubled), the empire just gets the normal effect of the other counter and the number of pawns doubled plus 1.
8. Players are not limited to 25 pieces - if more are needed, use an unused color or some other substitute.
9. Fortification allows an empire to build one fort per turn (not one fort per province per turn). Specialized Fortification allows an empire to build two forts per turn (not in the same province, as the restriction of one fort per province still holds).
10. When Civilization counters are removed from the board, they are returned to the bag.
11. When an empire goes into Decline, remove all but one piece from each province it occupies and put a Declining marker in each province. Forts remain in these provinces. In addition, you remove Civilization counters without broken column icons, plus Heritage and Fortification.
12. You are allowed to enter a province with your Active empire that is adjacent to a province occupied by your Declining empire, no matter what. However, if the Active empire does not have Heritage, the Declining empire's province is immediately emptied.


Each player calculates their own score, subject to verification by the other players.

If two identical Civilization tiles are drawn (tiles with and without columns are not identical), draw another tile to replace one of them.

A tie for position in a game is resolved by reverse turn order.

There is a 3-hour time limit on each round of this tournament. To make sure all games finish before the time limit no game turns are allowed to start after 2 hours 30 minutes of play. The GM will try to make it clear how much time is remaining.

Additional information regarding the tournament can be found at

 GM      Mark Neale  [2nd Year]   NA   NA

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