Tournament: Determining Winner


Homebrew and House Rules


Pretty new player to PACG, but I was considering offering to run a tournament at Owlcon in a few weeks. Was wondering about a method of determining a winner, since this is basically a cooperative game?


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Xerxes Aragon wrote:
Pretty new player to PACG, but I was considering offering to run a tournament at Owlcon in a few weeks. Was wondering about a method of determining a winner, since this is basically a cooperative game?

I am not sure how you would do competition between them, but instead of individuals score as a team?


Yeah maybe if you pit teams against each other. Whichever team can complete a set of X scenarios (determined by you) in the least amount of turns wins?

Paizo Employee Chief Technical Officer

I will just say that I've heard a number of ideas for competitive play, and pretty much all of them incentivize behaviors that the card game does not normally incentivize.

For example, Pyrocat's suggestion rewards completing scenarios in the fewest amount of turns, so players in that structure would optimize for the maximum number of explorations in each turn, and wouldn't spend turns exploring solely for the sake of acquiring cards to improve the characters' decks. It would also change the value proposition for a lot of cards—for example, Holy Candle becomes much less valuable. Also, there are a small number of scenarios that require you to play all the way to the end of the blessings deck, and you'd have to avoid those scenarios entirely.

Another common suggestion is to assign some sort of point value for the cards you acquire, or the cards you defeat, or both. That has an effect opposite to the paragraph above, where parties avoid beating the villain until they've exhausted the potential rewards. This also changes the value proposition, as cards like Holy Candle become indispensable.

Also, I believe that a big part of the reason for the game's success is that it is cooperative and not competitive, so you have to be careful about where you insert the competitive part—if you do it wrong, you may undo the thing that brought your players to the game in the first place.

Now, that doesn't mean that there aren't valid methods for competitive play—I'm just personally hesitant to endorse something that changes the basic behaviors to that degree, and it's why we have not created official rules for competitive play thus far.

Personally, my suggestion is if you're looking to fill a bunch of hours, you should consider PFSACG Org Play, and you should consider marathons—running many scenarios in a row at tables where the *characters* continue from scenario to scenario, but the people playing them change over time.


After everyone has built his initial hand and positionned himself on location, but before the first turn starts, deal one potion per player to add to their hand.
You can NEVER banish a potion. Anytime a potion would be banished, bury it instead.
Play 5 games with teams of at least 5 characters

After each game, you get the following points :
+10 for winning the scenario
-10 if you died
+5 if you have no potion in your hand/deck/display/discard/cemetery at the end of scenario
-10 per potion in your cemetery (buried) at the end of scenario
-7 per potion in your discard at the end of scenario
-4 per potion in your hand or displayed at the end of scenario
-2 per potion in your deck at the end of scenario
And you have to IMMEDIATELY drink one glass of Riesling (I'm French) anytime you reveal a potion. 2 glasses if you display it. 3 if you discard it. 4 if you recharge it and 5 if you bury it (Burying Riesling is blasphemy).

JUST KIDDING!!!!

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