аЯрЁБс>ўџ ўџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџ§џџџўџџџўџџџ  ўџџџўџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџRoot Entryџџџџџџџџ РFрEХЪ!ЮМ€WordDocumentџџџџџџџџ %CompObjџџџџџџџџџџџџ^џџџџџџџџџџџџўџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџ All tournament games will be between four players and may use either German or English language sets. 2. 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 the first seven. (If all players agree before, it may start off the board.) 3. If all players agree before the game begins, rolls of seven within the first two rounds (eight rolls) should be re-rolled. 4. 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; all other players will be credited with a score of at most 9 VPs for the game. Undisclosed 1VP cards count towards this, though. 5. You can play a Knight/Ritter card either before or after rolling the dice. 6. 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 towards the total VP score at the end of the game. 7. 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. 8. Roads are not blocked by settlements; it is legal to build a road through another player's settlement, or to build a settlement to interrupt another player's road, if all other legality criteria are met. Rival settlements do split roads into two. 9. Any player may insist, before the game begins, a reasonable random method may be used to allocate players to positions. 10. All players should 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; their decision is final and not subject to appeal. ‚ƒАБВГКд()*+KO‰дт‡ˆ‰Ј­АЗИЙКксфчћї№щтлзгЮЪХСНЙЕБЌЈЃŸš–’ŽŠ…|xtplgc^U]a ]a U]a ]a ]a ]a ]a U]a ]a U]a ]a ]a ]a ]a U]a ]a U]a ]a U]a ]a ]a ]a ]a ]a U]a ]a U]a ]a ]a  U]^a c U]^a c U]^a c U]^a c]a ]a #чшщъ  9@CFGHIhlouvwxнопџ   S Y Б В Г ћїѓяъцснйебЬШУПЛЗГЎЊЅЁ™”Œˆ„€|xsokgc]a ]a ]a ]a U]a ]a ]a ]a ]a ]a ]a ]a U]a ]a ]a ]a U]a ]a U]a ]a ]a ]a ]a U]a ]a U]a ]a ]a ]a ]a U]a ]a U]a ]a ]a ]a ]a %ЦЧШЩ‘’“§ўfgopэюьэ:;*+ёђыьfg]^ћїѓэшфрмидаЬШФРМИДАЌЈЄ œ˜”Œˆ„€|]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a ]a  ]a c U]a c]a ]a ]a  ƒБВ)*ˆЙщHwо  В ЧШ’“ўgљѓэшуойдЯЪХРЛЖБЌЇЂ˜“މ№№№№№№№№№№№№№№№№№№№№№№№мЅe#Р ^%O,$l,$l$$ $ Њe($ь$˜$Tю$ e MS Sans Serif SymbolTimes New RomanTimes New RomanTimes New Roman(Provisional rules. Don't like them? Send me a strong argument to change them and I shall consider your amendment.) OxCon 1998 Settlers of Catan Tournament Rules I'm very pleased to have been asked back to run the Settlers of Catan tournament after making what I regard as a bit of a shambles of it last year. However, I feel confident that this year I can avoid the same mistakes. The provisional date for the tournament is Sunday, 1st February, 1998; the provisional location is once again the Arco Building in Keble College, Oxford. The tournament will be run over five rounds. Every player is entitled to participate in up to four of them, regardless of how well or how badly they play; there will be no elimination from the tournament on the basis of losing games. It is not necessary to play in four rounds, but a score of zero will be awarded for each round you do not play in. The first round shall run from 11am to 12:30pm. The second round shall run from 12:30m to 2pm. The third round shall run from 2pm to 3:30pm. The fourth round shall run from 3:30pm to 5pm. The fifth round shall run from 5pm to 6:30pm. The final results will be known, and the overall presentation made, as soon as possible after 6:30pm. This format is designed to permit fans of the game to spend a full day playing it, but not to start so early or end so late that those with far to travel cannot fully participate. Note that no break has been allowed for lunch; the reason that you are only allowed to play in a maximum of four rounds is to force you to take an hour and a half break, for lunch, for other games, for general sightseeing or for whatever else you like. Non-tournament games will be available, and their play will probably commence before 11am and end after 6:30pm. For each round you wish to enter, write your name on the sheet of paper provided before the round starts. Late signatures will only be permitted to make the number of players up to an exact multiple of four. It is your responsibility to make sure you have signed up in time. If you wish to play in two consecutive rounds, you must make sure that your game in the earlier round finishes early enough to give you time to sign up for the later round. Should a game still be in progress at the end of the round, the Tournament Director will stop it and award each player the score that they have earned when the round ends. This may mean that no player is awarded a 10 VP win from that game. Games within each round will be drawn at random from all the people who have entered on time. This means you can't deliberately choose weak opponents to play each time; you might get lucky with the draw, but you're unlikely to face weak opposition in all four games. It is possible that you may play the same opponent more than once. Your aim is to win as many of your four games as possible, and to earn as many VPs as you can in games that you do not win. No extra credit will be given for winning a game with more than 10 VPs. Players will be ranked in descending order of the number of VPs they scored in their best tournament game. The first tie-breaker will be the number of VPs they scored in their second best tournament game. The second tie-breaker will be the number of VPs they scored in their third best tournament game. The third tie-breaker will be the number of VPs they scored in their fourth best tournament game. The fourth tie-breaker is who conceded a lower total number of VPs conceded in all tournament games. The fifth tie-breaker is who scored more VPs in any game between the tieing players. The sixth tie-breaker would be coin flip or die roll. It's unlikely that the third and later tie-breakers will come into use. Rules clarifications, which may be altered if all players specifically agree before the start of the game: 1.gpюэ;+ђьg^њѕ№ыцсмзв№№№№№№№№№ ^ ^Oџџџџџџџџ!K@ёџNormala "A@ђџЁ"Default Paragraph Fontаџ@ўџ џџџџ РFMicrosoft Word 6.0 Document MSWordDocє9Вq