The 19th annual World Boardgaming Championships (WBC) will be held August 1st-9th, 2009 in Lancaster, Pennsylvania. Mark your calendars, make your reservations, and get your heaters ready for action -- the 18th annual Gangsters World Championship and all your favorite tournaments will be there!
As anyone who has attended the World Boardgaming Championships knows, the World Boardgaming Championships (formerly Avaloncon) offers a level of tournament participation and competition that far surpasses any other boardgaming convention. The first time I attended (after attending dozens of other large conventions elsewhere) I was stunned by the level of competition, sportsmanship, friendliness, cooperation, attention to detail, and simple camaraderie together with the huge number of events I was interested in. My initial pass through the event list revealed 49 that I wanted to play in! The events are well-scheduled to allow maximum participation. You simply have to see it and participate in it for yourself!
If the World Boardgaming Championships has any problem it is simply that there too many great tournaments and too many terrific choices available. I can never get enough. It's rare that there are only two events I want to play in happening at any given time throughout the week. It's a great dilemma to have, however. I wouldn't miss it for anything!
The Boardgame Players' Association (BPA) is the secret of the World Boardgaming Championships' success. Picking up where the Avalon Hill Game Company (now owned by Hasbro) left off, the BPA has taken the WBC to new heights by extending the championships to email throughout the year (see the Gangsters PBEM Tournament), opening the competition up to other manufacturers' games (and encouraging them to run trial events for their games), and improving the publicity given to the world champions (with Centurion T-Shirts, an improved website, yearbook, and event write-ups). This coming year promises to be better than ever!
The BPA runs on volunteer efforts. In fact, the efforts of the Gamemasters (GMs) of my favorite events (War at Sea, Victory in the Pacific, Adel Verpflichtet, and Republic of Rome) so far surpassed anything I'd ever seen at other conventions, that I jumped in myself and strive to follow their examples. If you like how the Gangsters tournament is run, you owe these other GMs a big thank you for setting such high standards! In fact, if you want to make the World Boardgaming Championships better than ever, I encourage you to check out and join the BPA. BPA members vote on which new games to include in the championships and the membership of the board of directors. Members also provide key feedback on everything from convention length to the variety of food available. Join the BPA and add your own strength and skill in making it the best! For more details, you can check out the BPA website at: http://www.boardgamers.org! The new associate membership allows participation in all PBEM tournaments plus a vote for just $10/year!
The final schedule for 2009 is:
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Beginner Sessions |
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Tuesday |
9:00 PM |
August 4th |
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Thursday |
10:00 PM |
August 6th |
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Heats |
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Tuesday |
10:00 PM |
August 4th |
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Wednesday |
2:00 PM |
August 5th |
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Thursday |
11:00 PM |
August 6th |
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Saturday |
5:00 PM |
August 8th |
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2nd Round (Semi-Final) |
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Saturday |
8:00 PM |
August 8th |
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3rd Round (Final) |
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Saturday |
11:00 PM |
August 8th |
All of the heats are scheduled at the same times as last year.
If a fourth round is necessary (see Format) the final will be held at the convenience of the finalists and GM (or on Sunday at 11 am if no other option can be agreed upon). Note: A fourth round has not been necessary since the introduction of the five-player game into tournament play!
Flexible Second Round
Winners may play a second round game (semi- or quarter-final) at any scheduled heat time by notifying the GM! Five qualified players (not including volunteer tournament officials) must be available. As a result, it is possible to play in the semi-final round more than once (as many players, including myself, have done in previous years). This is a scheduling and a competitive advantage to players who play in the early heats! Make the most of it.
One hour preceding the Tuesday night heat (at 9 pm) and one hour preceding the Thursday night heat (at 10 pm), there will be a one-hour rules and strategy session in the same location where the heat will be held. All inexperienced players are encouraged to attend -- and then to immediately play in the heat! If you want to learn Gangsters, please be at one of the demo sessions and bring your friends! There will be multiple instructors at each demo -- ensuring each attendee gets close-up experience and the opportunity to ask questions.
Novices will be spread out randomly among the tables where experienced players can coach them through the first few turns and make the game a good experience for them!
Game length is two and three-quarters hours even though the program shows three. To facilitate that, each heat will be run on the following timetable:
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-0:30 |
GM arrives and sets up; players may pick up announcement |
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-0:10 |
Registration begins. Players with copies of the game set up. |
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0:00 |
Official Start Time |
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0:05 |
Registration closes; GM completes all table assignments. |
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0:07 |
All games have begun |
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2:15 |
30-minute warning |
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2:30 |
15-minute warning; every player plays at least one more time |
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2:45 |
Games are complete; winners turn in all player chits. |
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3:00 |
GM cleans up and departs |
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5:00 |
GM posts results on kiosk (or by 11 am the next morning for |
Times are based on the scheduled heat time shown in the convention program (e.g., -0:15 means fifteen minutes prior to the heat's scheduled start; 0:07 means seven minutes after the heat's scheduled start). A clock with the official tournament time will be available at the kiosk. Those arriving after registration closes (0:05) will be allowed to play only if they can round up three additional players; such games will still be held to the 2:45 completion deadline.
The semi-final (and quarter-finals, if needed) will run on the same timetable. No second round game will be allowed to run longer. The final will be allowed to run to completion regardless of length (unless finalists wish to limit the game to the standard timetable prior to the start of the game).
15-Minute Warning: At the 15-minute warning, players continue to play until every player has had one more turn and every player has had the same total number of turns. At the moment of the warning, a turn is judged to have begun if the dice have been rolled.
Timers: The GM will provide timers for each game that doesn't have one. The use of a two-minute timer is mandatory. Playing without a timer needlessly slows the game, consumes convention time, requires games to be scored using tie-breakers more often, and hurts players who adopt long-term strategies. I've played in five-hour games of Gangsters when not using a timer. The timer literally cuts playing time in half and doubles the excitement level!
Announcement Sheet: To permit a longer playing time, the normal announcements will be available on a small flyer. A quick summary will allow tournament veterans to learn the changes in less than one minute. New players will need to take a few minutes to review the pre-convention newsletter. By using this sheet, the GM will make few (if any) announcements at the start of the round -- allowing the playing to begin earlier!
Gangsters is a Multiple-Entry, Single-Elimination, Single-Win (MSW) tournament. Players may enter as many qualifying heats as they wish. Every entry is treated as a brand-new entry -- previous games do not count against or for you! No player who arrives on time will be turned away for any reason or under any condition! Every heat game will have 3-4 players (unless entrants specifically request a 5-player game).
To enter, fill out one of the player chits available at the kiosk and then present yourself, the player chit, and your convention badge to the GM as soon as possible. Be sure to write your name, email address, and badge number clearly. Players may sign in up to 10 minutes before the start time listed in the convention program.
When you sign in, you'll be asked if you brought a copy of the game. If so, you'll be assigned a table number where you can set up your game after you specify the options to be used at your table. Each table will have a small flag prominently displaying the table/game number.
All players will draw a card which will show the game number you're in and which color you're playing. You can immediately take your seat and help set up. When your game has four players, you may begin immediately -- even if it's prior to the designated start time in the program! If you draw a card that indicates a game where a relative, team member, or hometown friend is already sitting, simply inform the GM and redraw. Your original card will be shuffled back into the deck.
It's been quite a while since there were less than eight games at a heat, so I'll start the process with eight tables worth of cards and add in more as necessary.
Pre-Designated Tables: During heat #2, one table will be pre-designated for those wishing to use optional rules. During heats #1 and #4, four tables will be pre-designated for those desiring to use the squirt gun. During heat #3, two tables will be pre-designated for those who don't want to use the squirt gun. Game owners will designate their game preferences, and players will be assigned accordingly.
Advancement: Every winner advances to the next round (see the schedule for the second-round time and the possibility of an early, flexible second-round game).
Non-winning alternates will be advanced based on the number of qualifiers (see table below) by using tie-breakers if there are slots available. Typically, between one and three alternates advance (often from deep on the alternate list). In the event that insufficient alternates are available to meet the specified format, some games will have fewer players (determined at random). Under no condition will a player who did not participate in a heat advance. Advancement from the second round is determined by the format table below.
Late Arrivals for Advanced Rounds: A heat winner who arrives after the semi-final start time (0:05) will be treated as the next alternate. An alternate who misses the moment when his/her name is called (starting at 0:05) will be treated as the next alternate. In both cases, late arrivals must notify the GM upon arrival. Alternates who have already answered when their name was called will not lose their positions under any circumstances. Be on time!
Format for Advanced Rounds: With its ability to handle 3, 4, or 5 players, Gangsters can handle a very flexible number of advancing winners. The second round can be a semi-final provided at least 6 players or up to as many as 25 players advance.
Current guidelines allow a variable number of players to advance to the second round. However, the BPA board mandates that the second round be a semi-final.
To retain it's "one win and you're in" format (which has been re-affirmed by vote of the players three separate times) and still comply with the board guidelines, Gangsters will utilize a hybrid system. Provided 25 or fewer winners show up at the semi-final, the tournament will proceed as it always has (per the following table). If there are more than 25, the GM will voluntarily withdraw from the second round. If there are still more than 25, the Senior Assistant GM will voluntarily withdraw. If there are still more, the assistant GMs who've volunteered will be removed from the second round one at a time in a randomly determined sequence until the number remaining reaches 25.
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Qualifiers |
Alternates |
Format |
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2-3 |
To reach 3 | 3F |
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4 |
None |
4F |
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5 |
None |
5F |
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6-9 |
To reach 9 | 3SF/3F |
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10-12 |
To reach 12 | 3SF/4F |
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13-16 |
To reach 16 |
4SF/4F |
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17-20 |
To reach 20 |
5SF/4F |
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21-25* |
To reach 25 |
5SF/5F |
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26-27# |
To reach 27 | 3QF/3SF/3F |
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28-32 |
To reach 32 |
4QF/4SF2/4F |
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33-36 |
To reach 36 |
4QF/3SF/3F |
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37-40 |
To reach 40 |
4QF/5SF2/4F |
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41-45 |
To reach 45 | 5QF/3SF/3F |
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46-48 |
To reach 48 |
4QF/3SF/4F |
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49-50 |
To reach 50 |
5QF/5SF2/4F |
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51-60 |
To reach 60 | 5QF/3SF/4F |
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61-64 |
To reach 64 |
4QF/4SF/4F |
Key: QF=Quarterfinal, SF=Semi-Final, F=Final,
2=Top 2 Advance, 3=3 Player, 4=4 Player, 5=5 Player, *=Most
likely, #=Impossible
In the unlikely event this process fails to bring the number advancing to the second round to 25, all winners -- including winning tournament officials who volunteered to withdraw -- will advance to a quarterfinal (per the above table). I will then have to face the BPA Board's wrath for violating their guidelines. It is my belief, however, that it would take a participation level above 90 to bring about such a possibility. I expect that the "voluntary withdrawing tournament official" policy will bridge the gap between now and the point when the board permits Gangsters to have a quarterfinal.
Format History
Until 1999, the semi-final always had 16 players (at least one of which had always been an alternate). In 2000, there were 21 heat winners -- 20 of whom showed up to play in the second round. As a result, a quarterfinal round was added per the then-stated format (3QF2/4SF/4F). Adding four alternates plus an entire 2.5-hour round for the sole purpose of eliminating 8 players was unsatisfactory (to say the least). To delay the use of a quarterfinal until it would be significant (eliminating at least half of the players), a new five-player option was developed (to allow a semi-final to accommodate up to 25 players).
In 2006, the BPA board required a semi-final limited to the "optimal" number of players. In Gangsters' case, that meant 16. As a result, semi-final turnout dropped to its lowest ever as a percentage of winners. Even so, for the first time winners were turned away (using BPA board mandated tie-breakers). The GM and his assistants are determined never to allow this to happen again -- even if it means we personally don't advance.
The five-player game we use (if needed) is NOT the one in the rulebook! Please prepare accordingly. The five-player game in the rulebook is not a good game. To overcome that deficiency, a great deal of play-testing was put in to develop a good game using the Cop player -- and we did come up with one (Check it out!). However, it was felt that this game was too different from the normal four-player game and that players would not have the opportunity to prepare and could not adjust on the fly.
The WBC Five-Player Format will alter the normal four-player game as follows:
Pairings have traditionally been done randomly (though friends, family, officials, and team members have been, and will continue to be, put in separate games as far as possible). This will still be true for all heats.
The semi-final will be "slightly" seeded. The finalists from the previous year (assuming they make it to the semi-finals) will automatically be placed in separate games (as far as possible) -- so that they won't be forced to eliminate each other!
Though debated heavily, no other seeding will be used.
The tie-breakers are used to determine the winner of any game where no player meets the victory conditions by the time limit (2:45) and to differentiate between non-winning alternates. The secondary tie-breaker is used only if two alternates, only one of whom can advance, have the same primary tie-breaker.
Primary Tie-Breaker: Maximum percentage completion of any strategy. For example, suppose you own 9 joints; your completion percentage is 90%. 4 of 5 purple joints? 80%. $9,300? 93%.
Secondary Tie-Breaker: Percentage of total assets (cash, joints, & gang) compared to the winner of your game. For example, suppose the winner had $10,500 in cash, 3 joints worth $1,200 including upgrades, and 4 Racketeers ($1,000), 1 Vamp ($300), and 5 Thugs ($1,500) for a total of $14,500. You had $7,800 in cash, 9 joints worth $3,700, and 8 Racketeers ($3,600), 1 Vamp ($300), and 0 Thugs (-$350) for a total of $15,050. Your secondary tie-breaker would be 104%.
For both tie-breakers, cash totals will be reduced by $350 for a missing Thug, $700 for a missing Racketeer piece, and by $1,050 for a missing Vamp.
Rolinda Collinson will serve as Gamemaster (GM) this year. I (John Pack) will provide AREA, website, and newsletter support and return as GM in 2010. Thank you, Rolinda. "Ma" will be very effective at keeping the boyz under her watchful eye!
Kaarin Engelmann is the Senior Assistant Gamemaster. In addition to answering questions, she will also break any ties in rulings involving the GM's games. Thank you, Kaarin!
Pitt Crandlemire, Bob Hamel, Nick Smith, Paul Bolduc, Mark Love, and Steve Quade will serve as Assistant Gamemasters. Each of them has done well in the event in the past and has an excellent grasp of the rules and strategy. Their help ensures that questions can be answered quickly and accurately -- improving the event for everyone! I offer my sincere thanks to each one! Look for them in their colorful fedoras!
Optional Rules: No advanced options unless all players agree in advance. Random movement order is not recommended. If you wish to play with the advanced options, please notify the GM in advance and he will attempt to place you with like-minded opponents. Wednesday afternoon is the official optional rules event -- all players are encouraged to agree to optional rules during this heat!
Squirt Gun: The squirt gun is used only if all players agree. However, within reason the GM will attempt to place players who want to use the squirt gun together during each heat. The Thursday night heat is the official squirt gun event -- it's usually hot, so all players who do not opt out of using the squirt gun will be seated in games that use it! (This is a blast -- don't miss out!)
Beginners: • Other players may kibitz for the first two moves. • No time limit for the first two moves; 3 minute limit for turns 3 and 4; standard 2 minute time limit thereafter. Instruction sessions are available on Tuesday at 9 pm and Thursday at 10 pm. A beginner is defined as someone with one or fewer games experience. • Beginners are eligible for the Junior Godfather award.
Questions and Rulings: The GM and Assistant GMs are allowed to answer questions in their own games. Players who disagree with any action taken or rules interpretation in their game by another player (including a playing official) are encouraged to seek a ruling. Rulings will be made by two non-participating officials with ties resolved by the GM (or the Senior Assistant if the question comes up in the GM's game). Any such ruling is final and binding throughout the tournament.
Water under the Bridge: Errors made in a previous player-turn cannot be corrected once the next player has rolled the dice. Pay attention to the details!
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Gangsters is a G-rated event where young and teen players are welcome. Non-period swearing, crude jokes, and other forms of poor sportsmanship are unwelcome. Minor infractions will result in a warning by an official and may result in a player being assigned to the GM's table in future games. Subsequent or major infractions will result in ejection from the tournament. Alcohol is permitted at the tournament; however, drunken behavior will result in removal. |
Time Limit: Each heat and second-round game will last a maximum of two and three-quarters hours; the final will be allowed to run to completion (if agreeable to all finalists). A thirty-minute and a fifteen-minute warning will be given. At the fifteen-minute warning, every player in games which are not completed takes one more turn and then the players complete a game turn (where each player has moved an identical number of times). At that point (assuming no one has met victory conditions), the winner is determined on the basis of tie-breakers.
Timers: Use of a timer to enforce the two-minute move/recruit time limit is required. The GM will loan a timer to any game without one. Players are expected to keep the non-timed portion of each turn to a minimum (Suggested: 30 seconds); a timer may be imposed on the non-timed portion of each turn at an official's discretion.
AREA: All games will be A.R.E.A. rated. Those without a rating will be given a nominal starting rating of 5000. There is no charge for this service. Click on this link to see Gangsters' AREA ratings. For additional information, email the AREA Administrator, Glenn Petroski.
Cash: Cash must be kept in a single location on top of the game table during play (typically under the player chit or player reference card). The only exception is for a quick count towards the end of the game.
The first place winner will receive a plaque from the convention as well as a "Centurion T-Shirt" (one of which will be given to each of the 100 winners in the Competition Century). The second, third, and fourth place mobsters will also receive plaques!
In addition to the standard prizes, there will be special, additional prizes again this year. These include the following:
"Roadkill" Award -- For the victim of the most drive-by shootings!
"I think She likes me!" Award -- For the victim of the most seductions!
"Cement Overshoes" Award -- Our sportsmanship award; nominate anyone you think qualifies!
"Junior Godfather" Award -- For the best novice player (with 0-1 games of prior experience)
"Barney Fife Memorial" Award -- For the first player to use Barney (Cop #2) to eliminate two rival gangsters in a single volley!
Check out the previous winners of our special awards! Or click on the name of a linked award to see what the prize looks like!
In the past the Gamemaster awarded several mobster names to finalists and other award winners to enhance the write-ups of the event and to give the event more flavor! The PBEM Competition jumped right in -- with almost every player selecting a name! To help bring this flavor out at the WBC, every player with a mob name will have a special name tag printed up! Please call these players by their names! It'll make the tournament that much more fun!
Players without a name can get one by sending their name request to the GM or by selecting a badge with an unassigned name on it at the WBC! This year players will have to select their own -- writing it on the player chit -- and picking up their badge next year.
Here's a sample of the badges we've used at different times:
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Mobsters who currently have monikers (by real name on the left and by moniker on the right):
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If you have a name and a badge already, please bring your badge with you this year and wear it throughout the convention! I will have a new badge for everyone who has a moniker this year -- provided the previous badges I've made were picked up. Pick up your badge when you arrive or see me (I carry them with me at all times)!
Look for these mobsters and call them by name!