Big Game Weekend at Meeples Games!
We have a ton of fun stuff going on this weekend!
After Game Board Game Night – Sunday 6:30pm
Have you seen this article about the Packers playing Settlers of Catan? Come by Meeples after the Seahawks WIN and we’ll show ’em how the 12s play!
Wear your team gear and get 15% off any board game or card game.
Complimentary beverage for NFL Players!! (invite all you know!)
We’ll be playing Settlers of Catan, of course and anything else folks want to dig into. If you’re a Bloodbowl fan, bring it!
All the happenings:
- Family Game Day – 11:00-2:00
- Magic Fate Reforged Pre-release – 1:30-6:30
- Netrunner Open Play – 2:00-6:00
- Golem Arcana Living World Campaign – 1:00-5:00
- Star Wars X-Wing Open Play – 6:30-10:00
- Pokemon Training Camp – 12:00-3:00
- Magic Fate Reforged Pre-release – 1:30-6:30
- After Game Board Game Night 6:30-10:00
Unfortunately we didn’t have enough people register for the Settlers of Catan Championship tomorrow. There was some interest, however and I’m going to reschedule for a time later this fall when we can both have more lead time and people aren’t busy doing outdoor fun things!
Remember that we still have the Board Game Olympics and Are You Faster Than a Meeple? for next weekend. Register now!
Settlers of Catan Championships 8/16 – Registration Deadline Friday 8/15 1:00 pm !
So far we have one registrant for the Settlers of Catan Championship this Saturday. The registration deadline is tomorrow – Friday 8/15. We need a minimum of 9 players to hold the event, so if you are interested get thyself registered here – https://meeplesgames.com/events/settlers-catan-championship/
Also, here are the rules for the tournament:
The following are the rules that will be used in the tournament. A hard copy of these rules will be available at the tournament.
Rounds 1- 3
Players will be divided into groups of 3 or 4 for the first round by a random draw. All tournament games will be between four players if possible. In the event of the number of entrants not being a multiple of four, then there will be three player boards as required to make the count correct. A random draw is used to allocate players to positions pre game (north, south, west or east). For the second and third rounds matches will be constructed using the groups from round 1 to ensure that, where possible, no player plays another player twice and that the number of 3 player games played per player will be as equal as possible. Note: the even distribution of 3 player games will take precedence over playing new players.
Scoring: Rounds 1- 3
To determine the total score of each player for rounds 1 – 3, the total of all victory points is used. To determine ranking between players with equal victory point totals, VP percentage points are used as shown below. Note these only come into effect when 2 players have the same VP total e.g. a player with 28 VP will always score more highly than a player with 27.
Example for Percentage VP points:
Player A and B both win 2 games and lose once. Both achieve 28 victory points in total. This results in a draw on VP. The percentages of the victory points of the tables at which the players played are now calculated.
Game 1: Player A achieves 10 VPs, there were in total 32 VPs achieved at the table, therefore, his share is: 31.25%.
Game 2: Player A achieves 8 VPs, there were in total 30 VPs at the table, therefore, his share is: 26.67%.
Game 3: Player A achieves 10 VPs, there were in total 36 VPs at the table, therefore, his share is: 27.78%.
The sum of the above adds up to: 85.70%.
Game 1: Player B achieves 10 VPs, there were in total 30 VPs at the table, therefore, his share is: 33.33%.
Game 2: Player B achieves 10 VPs, there were in total 33 VPs at the table, therefore, his share is: 30.30%.
Game 3: Player B achieves 8 VPs, there were in total 36 VPs at the table, therefore, his share is: 22.22%.
The sum of the above is 85.85%.
Therefore player B is placed higher than player A.
For 3 player games, which will be avoided if possible, the sum of the victory points on this table will be raised for the calculation by the average victory points achieved in this game. If this were not done, playing 3 player games would be advantageous.
Player A: 10 Victory points, player B: 9 Victory points, player C: 5 Victory points.
Total: 24 Victory points, the average is 8 victory points.
Therefore the new total used during the calculation is 32 victory points.
So the percentages for this game are:
Player A: 100 * 10/32 = 31.25, player B: 100 * 9/32 = 28.13, player C: 100 * 5/32 = 15.63.
The 16 highest scoring players play in the semi-finals. Players are drawn for each table at random; ranking in the first rounds does not affect table position.
The winner of each semi-final match will play in the final. Unlike the other rounds the final will not be finished early on time considerations. However, clocks may still be introduced for individual players if play is deemed to be proceeding too slowly.
The desert is not placed in the middle of the board but drawn randomly as with any other land tile. The Robber begins on the desert tile and must be moved to another tile on the roll of any seven after the first two rounds.
Rolls of seven within the first two rounds must be re-rolled.
When a player moves the robber and takes a resource card from another player, either because he has just rolled a 7 or because of the use of a Knight/Soldier card, he adds the resource card to his own hand.
The player who places his two settlements together in the setup phase may choose to take the resources from either settlement.
A trade consists of two players each exchanging 0, 1 or more resource cards. The players need not exchange the same number of cards.
Each game shall have an accessible time piece, and if any player is taking a large amount of time over his move, a minute time limit may be introduced by the tournament director or by consensus of the players. From then on each player will have a minute to complete his trading phase. After this time no more trading may take place (even with the bank) and the player should complete any builds quickly. Note this limit may not be imposed on individuals without it applying to every player in the game.
For rounds 1 – 4 (inc. semi-finals), any match not completed by the end time indicated for that round will nevertheless end at the specified time. Players will score all points earnt up until that point, to a maximum of 9 VP. The final is the exception to this; this must be played until won in the usual manner.
A win cannot be claimed on another player’s turn. The winning player will be credited with a score of 10 VPs for the game, regardless of whether he won by scoring 10, 11, 12 or more VPs; all other players will be credited with a score of at most 9 VPs for the game. Previously undisclosed 1VP cards count towards this total.
You can play a Knight/Soldier card either before or after rolling the dice.
If the bank does not have enough cards of a particular resource to pay every player the full number of cards each has earnt for that round, nobody picks up any cards of that resource for that particular dice roll.
Only one development card can be played in a player’s turn, and it may not be one bought that turn. Note that 1VP cards do not have to be explicitly played, merely disclosed and counted at the end of the game.
If a player is unable to demonstrate which development card he bought that turn (e.g. by setting it aside separately), he may be refused permission to play any development card that turn.
Building occurs strictly after trading in the turn. If you build to a port, you cannot use it in the same turn. All trading, even with the bank, must be completed before any building takes place.
Roads are blocked by settlements; it is illegal to build a road from another player’s settlement.
You may build a settlement and upgrade it to a city within the same turn unless you have five settlements already.
You may trade with the bank both before, after and in between trading with other players in your turn.
When moving the robber (whether on a throw of seven, or playing a soldier card):
– The robber *must* be moved to a non-desert land hex which is not the one it currently occupies.
– Any other non-desert land hex may be chosen, even if it is adjacent to no players, or to no players who have resource cards to steal.
– Unless there are no such players, the player placing the robber *must* then nominate a player – other than himself – with a hex adjacent to the robber, from whom to steal a resource card.
– It is permissible to nominate a player who has no resource cards to steal, even if it would have been possible to nominate one who did have cards. If a cardless player is nominated, no theft occurs.
It is not possible to give up resource cards to the bank. Trades where one player gives another one or more cards in exchange for nothing are permissible, but the “gift” must be agreed by both parties in the usual way.
If desired, a player may perform “inefficient” trades with the bank, for example a 4:1 trade while on a 3:1 port, or even on a 2:1 port for that commodity.
A commodity may be traded for itself, e.g. a player on a 3:1 port might elect to trade three sheep for one sheep.
By unanimous agreement of the other players, a specified player may be prohibited from handling the bank other than on his own behalf.
The Tournament Director may prohibit a specified player from handling the bank at all. In extremis, the TD may appoint a non-playing banker for a table.
Free discussion is allowed by all players at any time. Except concerning points of law, or attempts to resolve an irregularity, disingenuous comments and even outright lies are permitted. For example, all of these are allowed:
– Interjecting during another player’s turn to offer someone a better trade if he waits until your turn.
– Lying when asked whether or not you have a resource to trade.
– Pointing out how close a player is to winning.
– Denying that your face-down development card is a victory point, when in fact it is.
– Suggesting a course of action to another player that will frustrate a third party.
– As a decoy, asking for a rules clarification in relation to an action you have no intention of taking.
…but the following would not be:
– Falsely claiming to have only seven resource cards when a seven has been rolled.
– Denying having a resource when a monopoly is called.
– Claming to have received the correct resource cards from the bank when actually given too many.
– Intentionally misleading another player as to the rules on road placement.
No player may look at another’s development cards or resource cards, nor may a player elect to show cards to another player or players.
A player may only claim “longest road” or “largest army” in his turn. He must take the card if instructed to by any player, but neither he nor any other player is under an obligation to point out the eligibility. Provided he remains eligible, the card may be claimed (or be instructed to be taken) in a later turn.
Rolls of the dice must end with each die flat on either the table or a board hex. If any die finishes “cocked”, or falls off the table, both dice must be re-rolled.
All boards will use precision (casino) dice, provided by the tournament director.
No variants listed in the Mayfair rules, except for 4 & 6 as described above, will be allowed.
All players must write their names and final VP scores on the results sheet, sign it and return it to the Tournament Director. The TD will happily provide rulings on any queries that occur; his decision is final and not subject to appeal. All players are expected to show good sportsmanship and to try to complete each game in the time allowed. The TD reserves the right to enact, introduce, delete or alter any of these rules at any time with no prior notice, and the decision of the TD is binding, even if incorrect. The TD reserves the right, as a last resort, to exclude or dismiss players from the tournament without refund.