vinci [Updated April 2005]

VNC   4 prizes Beginners Mult Ent Sing Elim Scheduled 
  21 Rnd1 Heat1 22     
      Rnd1 Heat2 9    
 Round 2 11 Semi    Round 3 10 Final

  Paradise    Ballroom Foyer, Table 3     

Jimmy Fleckenstein, VA

2004 Champion

2nd: Mark Pitcavage, OH

3rd: Jim Castonguay, PA

4th: Brandon Bernard, PA

5th: Roderick Lee, CA

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

AREA Ratings

GM: Mark Neale

Renaissance in half the time

If you have questions or comments, please contact the GM by email at the addresses below.


This year's format will consist of two qualifying heats, a semifinal (if necessary), and a final. Based on the number of players in each round, every game should have four or five players and three or six only when necessary.

I've ranked this as a beginners welcome event, players should have read the rules, played previously or participated in the teaching demonstration. I will be holding a teaching session before the first heat.


All winners of heat games will automatically qualify for the semi-final. Some high scoring runner-ups may also qualify - alternates will be ranked by how close they were to the winner in their game. Ties are broken by reverse player order and then by random draw.

If there are six or fewer heat winners then a semi-final round will not be played and all heat winners will advance to the final to be played at the semi-final scheduled time.

If there are seven or more heat winners then a semi-final round will be played. A number of high scoring heat finishers will also advance to the semi-final. The number of alternates advancing to the semi-final will be one-third (rounded up) of the number of heat winners.

Semi-final winners will automatically advance to the final as well as the highest scoring runner-up. Other high scoring runner-ups may also advance in the same manner as in the heats to allow for four finalists or one for each tournament prize whichever is greater.


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 markers.

Semi-Finals: First, all winners will be randomly divided among the tables, followed by runner-ups 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 1 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 3 Barbarian counters and 1 Specialization counter in the mix, but due to a misunderstanding on the original graphic designer's part there are 2 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 1 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 1 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.


An optional rule will be offered to every game but will only be used if all players in the game agree to use it at the start of the game. This optional rule was found in one of the discussions at

RANDOM GAME END: The normal victory points required to end the game are 100, 120 and 150 for five, four and three player games respectively. When a player has reached a score of 20 less than the normal end game victory points a six sided die is rolled at the end of the turn to determine if the game ends. If the current high score is 20 to 11 points less than the normal end game victory points (eg. 80-89 for a five player game) then a roll of 1 on the six sided die will end the game. If the current high score is 10 to 1 points less than the normal game end victory points (90-99 for a five player game) then a roll of 1 or 2 on the six sided die will end the game. The progression continues... 0 to 9 above requires a 1, 2 or 3 to end the game; 10 to 19 above requires a 1, 2, 3 or 4 to end the game; 20 or more above requires any roll except a 6.

Thanks to previous GMs Rich Shipley and Brian Carr for much of the content above.

 GM      Mark Neale  [1st Year]   NA   NA

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