greed [Updated April 2005]

GRD  2 prizes  Swiss Elim Continuous 
   23  Final
    
   

  Ballroom B

Bill Place, PA

2004 Champion

2nd: Jon Lockwood, VA

3rd: Tom Browne, PA

4th: Greg Schmittgens, KS

5th: Nate Hoam, OH

6th: Peter Staab, PA
Event History
1993    Linda Pedlow        67
1996    Randy Cox        23
1997    Ray Stakenas        30
1998    Kevin Wojtaszczyk        36
1999    Debbie Bell       26
2000    Jessica Greenwood       57
2001    Rebecca Hebner       80
2002    Brooks Beyma      86
2003     Josh Githens    107
2004    Bill Place       86

AREA Ratings


GM: Thomas Browne

Fortunes made and lost with a roll of the dice ...

$GREED had another excellent turnout last year, even with other events now scheduled against it as the late night entries grow. Hopefully that trend will continue, and we'll have another great year. The basic format of the event will remain unchanged from the format its been using for several years.

Once again, every player will get two turns to try to score the most points in order to advance to the second round. In an attempt to better organize the event, the first round will probably have four different tables running at the same time. At the end of the first round, the top 10% of the players (with a minimum of eight and a maximum of 12) will advance to the second round where they will receive two additional turns to try to improve their scores. The scores from the first round will carry forward to the second round and the player with the greatest cumulative score after the four rolls of the dice will be the new WBC $GREED champion.

$GREED has enjoyed a large participation increase since its shift to late night Wednesday from its prior Sunday morning time slot. $GREED is a relatively easy game where the only major decision that the player has to make is whether to continue to roll and try to score additional points or to stop rolling. The decision is crucial in that the playerwill lose all of the points they have accumulated in a turn if they do not get a scoring combination in any roll. The rules are very easy and the game can be taught to beginners in about 5 minutes. In addition, the GM and his assistants will be there to help with the scoring during
the player's turn. Finally, the GM will have an enlarged chart of the different scoring combinations to assist the players.

The changes that were made last year met with mixed success.

The assignment of players to a random table, and then turn order being determined at the individual tables seemed to work well. It allowed family members or friends to play in the same area so they could cheer each other on. Therefore, we will continue with this practice (although the number of tables may be reduced from four to three).

However, the change to the tiebreakers had almost the exact opposite of the effect I was going for. Therefore the tiebreaker is changing again this year. A simple rule will be followed - "The first person to post a score wins the tiebreaker."

In the preliminary round, tiebreakers will work as follows:
a) If the maximum # of players to advance has NOT been reached, all ties will advance. The GM reserves the right to vary from the "10% limit" in order to accomplish this (but will not go above the 12 player limit).
b) If there is still a tie, then advancement (and position in the finals) will be determined by the earlier turn position at their
respective tables.
c) If still tied, a one roll "Sudden Death" round will be played until the tie is broken. All players will get one roll of all six $GREED dice. The highest score on that roll will win. Scores from "Sudden Death" rolls will NOT be added to a player's total for the final round.

In the final round, the tiebreaker is a little different, because each player takes one roll, before taking their final roll. In the finals the "first person to post a score" will be determined as follows:
a) The person who posted the score on an earlier roll wins (i.e.someone who reached 3000 points on their third roll will win over someone who reached it on their final roll).
b) If players reached the roll on the same turn, then the earlier turn position in the final will win.
Basically - you must BEAT the previously posted high score to take a higher position!!

Last year, a score of better than 1500 was required to advance, while in 2003, the score required was 1900. The final score for the winner was 2850, compared to 3700 in 2003 and 4100 in 2002. Players can use these scores as a way to judge when to bank points this year and what score they might need to shoot for to advance. Scoring combinations range from a low of 50 points to a high of 5000 points (six of a kind) so it takes a little luck and stopping at the right time to score well and win. We will try to have a leader board showing the qualifiers for the second round at any moment this year. In the second round, we will have a scoreboard to show all the up-to-date scores.

Players are allowed and even encouraged to cheer on the active roller while they are waiting for their turn to play. Do not worry about the possibility of not scoring. In all of the years of the event for which I have information, around 60% of the players fail to score. Just come join us to have some fun rolling dice late night Wednesday.

 GM      Thomas Browne  [3rd Year]   NA 
    auron@telerama.com   NA

 

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