Origins 2002

Advanced Civilization

Tournament

Columbus, Ohio

July 4-7, 2002

 

I. Tournament Structure.

This year's event will be a three round tournament, with the preliminary round comprised of 4 separate sessions. Sessions A & B will be held Thursday at 8a.m. and 5p.m., and Sessions C & D will be Friday at 8a.m. and 5.p.m. The top 21 players advance to the semifinals on Saturday at 8a.m. The top 7 from the semis advance to the championship game Sunday at 8a.m.

 

II. Participation.

A person may register for any or all of the four 1st-round sessions. However, a separate entry fee is required for each, and you can only qualify for advancement once. Participation in the semifinal and championship games are by advancement only.

 

III. Setup and game rules.

All standard Advanced Civ rules will be used. No options and no variants, other than the expansion map. The expansion map will be used in 7 or 8 player games. The regular map without the expansion will be used in 6 player games.

All games will start as soon after 8:05 as the board is ready. If a new entrant arrives after the players have started drawing position cards, but before the first player has selected his position, then that person may join the game, and is placed last in the civ selection sequence. We will not allow any late entries after the players begin selecting positions.

Set up the trade card decks according to the official method, using 8 as the number of players. Even though all games might not be 8 players, this will allow us to be set up and ready to go ahead of time, and not have to worry about redoing the card decks when a last-minute entry is put into a game. The proper method for setting up a given stack of cards is: 1) remove the calamities and shuffle the commodity cards 2) count out 8 commodity cards, set them aside, and mix the tradable calamity in with the remainder of the commodity cards. 3) place the group of 8 'clean' commodity cards on top of the group you just mixed the calamity with, and place the

non-tradable calamity on the bottom of the entire stack.

Since trading can become the most time-consuming part of the game, a time limit of 10 minutes will be imposed if a majority of the players in a game request it. Trading begins when the trade card dealer announces he is ready. No player should mention anything about commodities until then.

Civilization card purchases should be checked by another player.

 

 

IV. Tips for fast play.

Hopefully an 8-hour time slot will allow most games to complete, or at least get very close. Here are some tips to help speed play along.

v     Arrive to play 15 minutes before the start time.

v     Perform phases simultaneously whenever possible. However, you always have the right to wait for another player to complete a phase before you begin it, if you legally go after them.

v     Each player should be given a complete set of civilization cards, rather than having an area where all the cards are laid out. This allows players to more quickly browse what they want to purchase in upcoming turns, as well as being able to read the credits & effects. Keep your unpurchased cards in a stack, face down, and keep purchased cards face up, with each title visible.

v     Use the census track to mark # of cities for each player during the build cities/draw cards phase.

 

V. Ending the game and scoring.

 

At about 1 to 1.5 hours before the scheduled ending time, you should make a determination as to how many more turns the game will last, so that everyone knows up front when the end is. Usually the latter turns of a game average about 45 minutes, so this determination should be something along the lines of 'Next turn is final', or 'Next turn plus one more'. Remember that you should be done or in the card purchasing phase of your final turn by 6:00pm. Plan accordingly when deciding how many more turns your game is going. It does not matter how far one table gets vs. any other.

 

Each player's rating for a given round is their game score divided by the winner's score, multiplied by 1000. Therefore the rating for the winner is 1000, and the rating for everyone else is something below that. The percentage method is used to determine overall ratings within each round for runners-up rather than simply using their score, so that players are not at a disadvantage for being on a board that played fewer turns. Essentially the top runner-up will be the 2nd place player who was closest, percentage wise, to being a winner on his table. Report each player's name, ID#, and final points total on the game record summary provided, and turn in at the Game Base 7 HQ.

 

All first round winners get a berth in the semifinals. A minimum of 21 players will advance, so if there are fewer than 21 1st round winners, the highest rated runners-up will be taken to fill out the 2nd round. Similarly, the top 7 players from the semifinal games will advance to the championship game. Tournament rating scores are not cumulative from round to round. The winner of the final game is the Tournament Champion.

 

If you qualify for advancement but can't make it, please notify the tournament director. There will be a list posted in the GB7 HQ area after each round of games, showing the scores of all the participants. If you are close to ‘making the cut’ on advancing, you might want to show up, since eligible players sometimes do not show up. In this case, we will take the highest rated standbys to fill out the round.

 

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