manifest destiny [Updated April 2005]

MFD   Trial Beginners Mult Ent Sing Elim Scheduled  
    13  Rnd1 Heat1 14
  Rnd1 Heat2 Rnd1 Heat3 14     
  Rnd1 Heat4 14  Round 2 19 Semi      Round 3 9 Final

  Lampeter    Ballroom Foyer, Table 2


2005 Champion

2nd: -

3rd: -

4th: -

5th: -

6th: -
Event History
2005    -    -

AREA Ratings:

GM: Bill Crenshaw

the game's designer

Another Entry in the Card Driven Series ...

Welcome to the long awaited debut of Manifest Destiny at WBC.

Manifest Destiny is a card-driven, multi-player strategy game for the entire family that is intended to capture the spirit of America. 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.

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.

Prizes: In addition to the WBC prizes, each heat winner will receive a free Manifest Destiny tee shirt (while supplies last)! The tournament champion will win a special tee-shirt proclaiming him or her the WBC 2005 Manifest Destiny Champion and a FREE GAME!!

Game Length: The game takes 3-4 hours to play. Since it is a new game, please build in an extra hour to finish. After approximately 4 and a half 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: In order to qualify for the semifinals, you must win a heat. If there are more than 25 heat winners, semi-final qualifiers will be determined in the following order: (1) all players who have won more than one heat; (2) all players who have won 1 game and finished second in another game; (3) all players who have won 1 game. Tiebreakers will be +/- margin of victory in the game(s) used. This system means you may be able to advance by winning one game if you win by a large enough margin, but you have a better chance to advance if you play in more than one heat.

Clarifications: Ontario is only adjacent to Michigan by Ferry (Rule 10.17), not over land. Also, please note that Western South America is on the Pacific coast, even though it is on the right side of the board.

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.

Miscellaneous: I will be available to answer questions at any time. I will not participate in the tournament, unless necessary to round out a table.

GMT will provide a merchandise certificate for the winner of this event.

 GM      Bill Crenshaw  [1st Year]   NA   NA

View the Icon Key | Return to main BPA page