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  Paradise   Paradise Terrace, Table #4

Bob Wicks, CT

2006 Champion

2nd: Rob Kircher, RI

3rd: Bill Peeck, NY

4th: Stan Hilinski, MD

5th: Mike Backstrom, MN

6th: Roger Whitney, FL
Event History
2003     Andy Lewis     28
2004     Tom Stokes     22
2005     Bill Peeck     23
2006     Bob Wicks     36

Rob Kircher, RI

2007 GM


All Aboard

The first round will be 4- (first choiced), 3- (second choice), or 5-player games.

The semi-finals will be 4-player games unless I’m overwhelmed with more than 64 players in the first round. Semi-Final qualifiers will be all heat winners rounded up to the next multiple of four up to a maximum of16 players. For example, ten winners would result in a 12-player semi-final. Since play style greatly influences the range in which scores will occur, there is no fair way to write hard and fast tie-breaker rules; therefore, runner-ups who advance will be determined randomly. This means the only way to ensure advancing is by winning; there is no good second place strategy. If there are less players in attendance (including alternates) for Round 2 then required, only four will advance and Round 2 will become the Final. Standard WBC MESE tie breakers will be in effect 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 semifinal and a Final. The semifinal 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 semifinal round, the scheduled semifinal will instead become the Final.

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 semifinal round.

Only the winners from the Semi-Finals will advance to the Final.

The durations are estimates.

Tournament Officials

Rob Kircher will be in the Engineer’s Seat. I am going to try to play and if I do, I will appoint two Assistant GMs who will always rule against me :-)

Feel free to write with any questions about the tournament. My email is listed below.

Special Tournament Rules

Only the standard rules will be used. The Advanced game and optional rules will NOT be used unless all players at the table agree to use them.

Late Arrivals, Didn’t Bring A Copy and Long Games

Group assignments for the first round will be started at 8 pm. If you arrive after that time, you may be forced to play in a group with your friends. Once all group assignments are complete, no latecomers will be accepted.

I will not be making 5-player games just because we’re short on games. If we don’t have enough games, the latest arriving people will not get to play.

Each round will be limited to 90 minutes from when the last group is organized. A 15-minute warning will be called. At the end of 90 minutes, the current turn will be completed plus one additional turn will be played, then final scores will be tallied.

 GM      Rob Kircher  [4th Year]  3595 Post Rd, Apt 516, Warwick, RI 02886   NA
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