1.1 Introduction WBC-The Board Game is a game for 3-5 players, who will share the fun of the

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2 1.1 Introduction WBC-The Board Game is a game for 3-5 players, who will share the fun of the week-long World Boardgaming Championships, contesting convention events in a quest for Laurels and competing for the ultimate prize: The title of Caesar. Players must manage their time wisely. They must remember carve out a moment between games to sleep and eat while dodging convention pitfalls -- including other competitors, unfortunate circumstances, and the occasional dreaded phone call from home. After six days of gaming -- when the games are all packed up and the competitors are headed for home -- WBC players compare accumulated Laurels. Highest score is Caesar, a proven boardgaming champion worthy of praise! Event Name Daily Time Commitment required to compete Roll necessary to progress to the next round. The higher the number, the harder the game! Is this a (A) one-, (B) two-, or (C) three-day event? Rewards and penalties for advancing through a round, and potential laurels for placing in the top three in the event final 1.2 What s in the box Each copy of WBC-The Board Game includes the following: - One 22-by-34 game board. - The W deck, featuring some of the games you ll play at WBC. - The B deck, featuring mostly useful items which will aid your quest to be Caesar. - The C deck, featuring many of the competitors who will provide a helpful boost -- or stand in your way -- throughout the week player cubes, 11 each in five colors dice, three each in five colors convention focus markers laurel tokens. - Six two-sided player aid/alter-ego cards. - One turn marker. - This 12-page rulebook.

3 1.3 setting up the Game 1. Place the board in the center of the table. Leave enough space in front of each player for a player-aid card. Place the Turn Marker on the Tuesday space and the Late Night Events laurels markers with their associated events. 2. Choose colors. Each player should select one set of 11 player cubes and the corresponding three dice. Then every player should place one cube each in: - The 0 space of the Laurels Track - The 0 space of the Energy Track - The 0 space of the Food Track - Near the turn order track Players should each have seven cubes remaining. 3. Prepare the W Deck. Separate the deck into three stacks by event level (A, B or C events). Shuffle the Level A events and deal the top five cards face down in a single stack to the Sunday Events space. Then shuffle the remaining Level A events with the Level B events and deal the top five cards face down in a single stack to the Saturday Events space. Finally, shuffle the remaining Level A and Level B events with the Level C events to form a single deck; set it face down off to the side of the board. 4. Shuffle the B deck and deal one card to each player. If a player receives a red special event card in the initial deal, it should be reshuffled into the deck and the player may draw a replacement. 5. Shuffle the C deck and deal one card to each player. If a player receives a red special event card in the initial deal, it should be reshuffled into the deck and the player may draw a replacement. 6. Determine initial player order. Each player should roll three dice. Arrange the respective player cubes on the Turn Order track in ascending order, with the highest roller in the 1 space. Roll off between tied players. 7. In Turn Order, each player draws the top Player Aid Card. These Alter-Ego Cards are twosided -- once a player has drawn his Alter-Ego Card, selected on side, A or B, as the in-play side and place it face up on the table in front of him. 8. Each player should draw five Convention Focus Markers. The player may examine all five, and then discards two and places the other three face down on his Player Aid/Alter-Ego Card.

4 1. Play order for the current day is arranged in reverse order of the current Laurels standings. Note on Tuesday, this order is determined by die roll during setup. 2. Events continuing from the previous day slide down to the next ballroom; five new Events are added to the top row of the Competition Zone. 3. Players take turns allocating their player cubes to Events and Recovery Zone spaces. 4. Players take turns choosing events in the Competition Zone or Recovery Zone areas to resolve. 5. When all the day s events and each Recovery Zone area has been resolved, players compete in that day s Late Night Event. It s a chance at bonus Laurels, but staying up late can include a penalty for the winner. Note there is no late-night event on Sunday. 6. Players recover a bit of energy and the convention advances to the next day. 2.0 Determine Player Order (Note on the Tuesday turn, player order is determined by a die roll during setup. Skip this phase on the first turn.) The Turn Order track is seeded left to right with the Player with the lowest Laurel count placing a cube in the 1 space, and the other Players following suit in ascending Laurel order. Players tied in Laurel count remain in the same order as the previous turn. Player Order Example: Yellow ended the Tuesday turn with 10 Laurels; blue and green followed with eight each, red scored five, and black did not score a first-day Laurel. Lastplace black is placed in the 1 space and red in the 2 space. Blue and green are tied -- the tie is broken by keeping the same order from the previous turn. Game-leading yellow is placed in the 5 space. 3.0 Reveal the Day s New Events Each day, five new events are available for players to include in their schedule. New events begin in Ballroom A -- the top row of events in the Competition Zone. Level B and C events require multiple days to complete. They slide down from Ballroom A to Ballroom B, and Ballroom B to Ballroom C. Begin the New Events Phase by sliding the previous day s unfinished events down to the next Ballroom. Then turn the top five cards in the W Deck over, revealing five new games to fill the five spaces in Ballroom A. On Saturday: Use the five cards placed in Saturday Events during setup. These events are all one- and two-day events, leaving enough time to complete the final before the convention ends. On Sunday: Use the five cards placed in Sunday Events during setup. These events are all one-day events, because this is the final day!

5 4.1 Scheduling During the Scheduling Phase players will determine how to spend their time for the coming day. A player s time is limited, and spending those hours wisely is key for any prospective Caesar. Each event or recovery zone area includes a time icon. The time icon number is the number of hours a player must commit to compete in a given event, or to utilize the benefits of a recovery zone space. Note players can place more than one cube in a given Recovery Zone, paying the time commitment for each cube. 1. Scheduling proceeds from right to left on the turn order track (i.e. the player who began the turn in first place on the Laurels track will allocate his hours first, and the player who began the turn in last place will allocate his hours last). 2. One at a time, players allocate their time (up to the day s limit) and with the following limitations: - Players are limited to seven player cubes. They may -- because of event vic- tories earlier in the week -- have fewer than seven cubes available. - The Daily Hour Limit is a strict limit at the end of a scheduling phase. That includes hours spent playing events which continued from the previous day! A player may at this time chose to withdraw from an Event, to make better use of his hours or cubes. - One player makes his complete allocation before proceeding to the next, until all players have scheduled their day. Hours Limits Wednesday through Saturday: Players may use up to 12 hours. Tuesday and Sunday: Players are limited to six hours of time. Note on all six days, players are limited to seven player cubes. Scheduling Example: Yellow ended the Tuesday turn in first place and, therefore, is in the 5 space on the Turn Order track; Yellow will schedule his day first. On Tuesday, Yellow progressed in Here I Stand, a Level C (three-day) event. His cube remaining on Here I Stand event card counts as four hours against his Wednesday schedule. He also progressed in the Level C, three-hour PanzerBlitz, leaving just five hours to allocate. Having seen Wednesday s new Events, Yellow first opts to withdraw from PanzerBlitz, simply by removing his yellow cube from the Event -- now eight hours are free to allocate. He places one cube on just-revealed Twilight Struggle (three more hours) and Wilderness War (also three hours, for 10 total hours). Yellow would also like to play Napoleonic Wars, but the four-hour event would exceed his 12-hour limit. Yellow places a final cube on the Restaurant (two more hours). Yellow has four cubes on the board for 12 hours and his scheduling phase is over. Scheduling proceeds to the player to Yellow s left on the Turn Order track.

6 5.0 Resolution Once all players have scheduled their day, play proceeds to the resolution phase, where the day s events will be contested and players will gain the benefits from spending time in Recovery Zone areas. The Resolution Phase continues until all attended events in all three Ballrooms have been played and all Recovery Zone areas have been selected. The order events are selected to resolve is determined by the Players in Turn Order. When the first player chooses an event or area to resolve, he moves his cube to the bottom half of Turn Order track and -- after that space is resolved -- the next player is up to choose. Once all players have chosen one event or area, the order returns to the first player, who is then up to choose the next resolution. This sequence continues until the Resolution Phase is complete. 1. Choose the next event or Recovery Zone area to be Resolved. Beginning with the player in the 1 Space in the Turn Order track, players take turns choosing either an Event or a Recovery Zone area to resolve. The player choosing the event/area to resolve is the Active Player. (If an Event is chosen, proceed to Step 2) Recovery Zone areas: When a Recovery Zone area is chosen, players with a cube(s) in the space choose which benefit (food, energy or card draw(s), depending on the space) they will receive Players with multiple cubes in a given area can chose different or the same benefit for each cube. Resolution begins with the active player, and proceeds clockwise around the table. Each player should reclaim his color cube from the Recovery Zone area as he makes his choice. Note players with a cube in the Pool Side area may be unable to bene- fit when the space is chosen, if they have no Energy or Food track spaces to recover. Once all players in a Recovery Zone have chosen which benefit to receive, play passes to the next player on the Turn Order track. He is now the active player and may choose the next Event or Recovery Zone area to resolve. 2. Play cards Beginning with the player to the left of the Active Player and continuing clockwise around the able, players may play up to two cards (whether or not they Event Resolution 1. Choose Next Event 2. Play Cards, Starting With Player To Left Of The Active Player. Card Draws Awarded From Card Play Are Resolved Immediately. 3. Simultaneously Resolve Card Effects. 4. Progression Rolls 5. Apply Progression Effects, Beginning With The Active Player. 6. If Event Is Going Final, Participating Players May Play One Card To Effect Finals Roll. 7. Roll For The Finals, And Award Laurels To Players Who Place In The Top Three. are in the event) to affect die rolls in the pending resolution phase, or the Energy/Food tracks of any player. - C Deck cards have positive and negative actions. Negative actions may only be played against other players, participating in the Event. Positive actions may only be played on yourself. - Effects which award card draws are resolved immediately. A player may award himself a card draw, and then immediately play the card drawn as the second allowed card. - All other cards are placed in front of the targeted player. Place cards played to your benefit in front of you. Place cards played against other players in front of them. - Card play continues clockwise once around the table. The active player will conclude card play. 3. Simultaneously Resolve Card Effects Beginning with the active player, apply health zone card effects, in whichever order the affected player choses (for example a player may first choose to lose three hunger from one card, and then regain three hunger from a second). 4. Progression Rolls All players in the event now roll three dice, hoping to match or exceed the Progression Number on an event. Progression rolls are modified: - By the current status of the player s cubes in the Energy and Hunger tracks. - By the die roll effects of any cards played on that player during the card play phase.

7 5. Apply Progression Roll Effects Players who failed the Progression Roll remove their cube from the event. Their part in the resolution procedure is complete. Players who passed the Progression Roll apply Progression Effects on the Event Card. - Card draws awarded by Progression proceed clockwise around the table, beginning with the Active Player. - Some Progression effects apply only to the highest modified Progression Roll. If players are tied, the highest natural roll (before modifiers are applied) is considered the high roller. If two or more players are still tied, roll again to break the tie (this second roll -- when necessary -- is unmodified, and does not effect progression). 6. Event Finals - A-Level Events proceed directly to the finals after completing the Progression Roll and Effects in Ballroom A. - B-Level Events go to the finals after completing the Progression Roll and Effects when the Event is in Ballroom B. - C-Level Events go to the finals after completing the Progression Roll and Effects when the Event is in Ballroom C. Events which are not yet going final should be slid slightly down in their particular ballroom space to indicate that event has been resolved for that particular day. Beginning with the player to the left of the Active Player and proceeding clockwise around the table, only players with a cube remaining in the event may play one card to affect the finals. Note cards played during a progression roll should be discarded and do not carry over to the finals. As during a Progression Roll, cards are played in front of the affected player and applied simultaneously once all cards are played. One player with a cube in an Event Final may play a card against another player also participating in the final, but this counts as the first player s card play. Non-player finalists: Every event final in WBC-The Board Game includes at least four competitors and at least one Nonplayer finalist, representing the other anonymous people at WBC competing to win individual events. One player finalist? Roll three non-player finalists Two player finalists? Roll two Three or more player finalists? Roll one Each player finalist rolls three dice. An uninvolved player rolls two dice for each non-player finalist. Finals rolls are modified by Health Zone effects and by cards played during the Event Finals. 7. Award Laurels Finalists -- both players and non-player finalists alike -- are ranked from first to last. The top three players win Laurels; the rest do not (and may retrieve their player cube). - Players always win ties against Non-player finalists. - Break ties between two players by first looking at the natural die roll (i.e. the roll before modifiers are applied). Highest natural roll wins. - If players are still tied, the tied players each roll three unmodified dice to break the deadlock. First-Place Laurels Second-Place Laurels Third-Place Laurels Players finishing second or third in an event claim the second- or third-place laurels listed on the event card. Take an equivalent Laurels Token from the pool and place it in the designated space on their Player-Aid Card. Advance their respective cube on the Laurels Track up the appropriate number of spaces. They may also reclaim their player cube. Note change can be made to claim the appropriate Laurels Token; the countermix should not prevent a second- or third-place finisher from claiming their prize. The Event Winner also advances his player cube on the Laurels Track the appropriate number of spaces. In addition, the winner should take the event card and place it near his Player- Aid Card and MUST KEEP A PLAYER CUBE ON THE EVENT. This event doesn t count against scheduling hours, but the cube is lost for the remainder of the game. In this way a successful player may find himself short on cubes late in the week.

8 6.0 End Of Day The resolution phase -- with players in turn order selecting an Event or Recovery Zone Area to resolve ends when all games and spaces have been chosen. Play then proceeds to the End of Day phase. 1. Late Night Event Each day (with the exception of Sunday, when WBC players are packing up and heading for home) concludes with a late-night game all players must participate in. The late-night games offer Laurels for the winner, but also include a penalty for winning. There is no card-play phase for the late night event. Each player rolls three dice (modified by their current status in the two health zone tracks). The highest modified die roll wins the event, claims the associated Laurels chit and advances his marker the appropriate number of spaces on the Laurels Track. The winner also immediately applies the negative affect associated with the event. If the negative affect wouldn t otherwise apply (i.e. the player does not have a card to discard), lose one energy. In case of a tie, the highest natural die roll (i.e. before modifiers are applied) wins the tie. If two or more players are still tied, these players should have an unmodified roll off. 2. Rest And Recover Each player recovers one space on the Energy track (but not the food track). 3. Advance The Turn Track Play proceeds to the next day, beginning with the resetting of the turn order (2.0). 7.1 End Of The Game After Sunday s resolution phase has been completed, players tally their Laurels and the highest scoring player is crowned Caesar. Laurels are tracked during the game by moving a corresponding player cube around the track circling the board; they can be double checked by totaling Laurels Chits and Event Cards claimed for first-place finishes. Win any convention focus event During setup, each player drew five and discarded two Convention Focus Win the Markers. Convention Focus provides a three- bonus at the end of the game -- usually laurel for winning a certain combination of late night events. event One at a time (after double checking Laurels), players should reveal their held Win any Convention Focus Markers and -- if two-day they ve succeeded -- claim the Laurels wargame listed by advancing their marker on the Laurels Track. There is no penalty for failing to complete a convention focus. Breaking Ties It is possible that, after double checking Laurels and adding Convention Focus bonuses, two or more players could end the game tied. Break these ties in this order: 1. Most individual events won. Count only Event Cards claimed. Late night events don t count. 2. Most wins in late night events. 3. A dice roll. All players tied in Laurels, tied in events won, and tied in completed Convention Focus Markers should roll three dice, however many times necessary until the tie is settled.

9 8.0 The B and C Decks Acquiring and playing cards from the B and C Decks will greatly aid (and sometimes hinder) a player s quest to become Caesar. These cards help recover food and energy, modify die rolls (sometimes in your favor, sometimes not) and occasionally give a player a second chance at success. Hand Size Limits At the conclusion of each individual Recovery Zone or Event resolution, players should ensure they have no more than seven cards in their hand. Players who exceed this limit must discard down to seven, discarding first (if possible) a C Card. If more than one player must discard, begin with the active player and continue clockwise around the table. clockwise -- very important during the resolution of a Progression roll). If a player draws a second consecutive Red Card from either deck on the same card-drawing effect (be it card play, recovery zone, or progression roll that awards more than one card), that card is handed to the player to his left (as if that new player drew the Red Card). The original player still draws a replacement card(s). Continue to distribute consecutive Red Cards to the left around the table until the original drawing player has fulfilled his card draws without drawing a Red Card. THE EFFECTS OF RED CARDS ARE QUITE LITERAL -- cards that modify the next dice roll could modify a Progression roll, a Finals roll, a Late Night Event roll, or even a roll implementing a B or C Card effect. Non-player finalists are never affected by Red Card effects. Card Effects Most cards are played during the card play phase during event resolution. When a card is played, first make any card draws the card rewards. Then place the cards in front of the effected player. Cards are then resolved simultaneously before the Progression Roll or Finals Roll. Red Cards The Red Cards represent some of the pit falls competitors must navigate during the week at WBC. When a Red Card is drawn, immediately pause the game and resolve its effects. Once the Red Card is re- solved, the drawing player may draw a replacement. (Note this makes the order cards are drawn -- starting with the active player and continuing around the board 9.0 Alter Egos The World Boardgaming Championships include many types of gamers - Wargamers, Eurogamers, Social Gamers, and so on. Likewise WBC The Board Game includes many types of gamers. The different skills and traits these players bring to the convention are represented by a player s Alter Ego. During setup, the Player-Aid/Alter Ego cards are distributed randomly. Note they are two-sided; once a player has been assigned his Alter Ego, he should take care not to change cards or card sides. (Designer s note: Alter Ego cards are distributed randomly by rule; players may, by mutual agreement, Reaction Cards Response Cards may be played at any time and may affect any number of rolls or events. Lucky Dice, for instance, could award a reroll of any dice roll in the game, except for that of a Non-Player Finalist. Players should apply the text of Response Cards literally, noting that Progression Rolls and Finals Rolls are NOT the same (i.e. a player may Advance as an Alternate during a Progression Roll, but not during a Finals Roll). When multiple players wish to play a response card simultaneously, play begins with the active player and proceeds clockwise around the board. instead select their Alter Ego card, but this should occur before Convention Focus Markers and first-day events are drawn). Alter Ego Effects Different Alter Egos provide different bonuses -- allowing some rerolls, providing bonuses in different types of events, or even affecting a player s scheduling phase. - Rerolls allowed by Alter Egos occur immediately, before the play of response cards. - Die roll modifiers allowed by Alter Egos apply only to the events and rounds they specify. Progression Rolls and Finals Rolls are NOT the same.

10 10.0 The Health Zone As players progress through events, their Energy and Hunger levels will fall (and rise) through the Health Zone tracks. Heath Zone die roll modifiers apply to Progression Rolls, Finals Rolls and Late Night Events. The modifiers are cumulative (i.e. add the Energy Zone modifier to the Hunger Zone modifier for a total Die Roll modifier). Players may improve their status on the Health Zone tracks by card play or by visiting recovery zone areas. In addition, each player recovers one space (if possible) in the Energy Zone track after each Late Night Event. Health Zone track status can never improve above the first space (0 Die Roll modifier) or fall below the final space (-6 Die Roll modifier) Common Symbol Guide

11 11.0 Card FAQ Lucky Dice This Reaction Card is played after all dice have been rolled in a given game situation and is considered a new roll. If two or more Players wish to play Lucky Dice the rolls are resolved in the current Turn Order. Bruce Young This Reaction Card may be played by any Player during a Finals, even one not currently participating in the Event. Alternate This Reaction Card is only playable for progression rolls. It may not be used during the Finals. Game Names are trademarks of their respective rights holders.

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