A local qualifier has a safety net. Scrape into the top four, or the top 16, and everything resets at the next table. One great game in the final, and the event is yours.
A Regional Preliminary takes the net away. Four games, then the standings. No semifinal, no final table, no reset. Every game counts the same, from the first roll of the morning to the last one of the day. That changes how you should play, and how you should prepare.
How does a Regional Preliminary work?
Here is the format for the 2026 to 2027 season, from the official U.S. regional page:
- Four games for everyone who starts.
- A cut after game 3. Players with zero wins are out.
- No final table. After game 4, the standings decide everything.
- 1st place is the Regional Champion: a bye to the Nationals semifinal, plus a travel voucher or stipend.
- 2nd to 13th place are invited to the Nationals quarterfinal.
The standings work the way Lesson 33 taught, under the current tournament rules:
| Order | What counts |
|---|---|
| 1 | Wins |
| 2 | Total victory points, at most 10 per game |
| 3 | VP percentage: your points divided by your table’s total, added across games |
| 4 | More second-place finishes, then more third-place finishes |
| 5 | Lots |
Why is there no room for a hero game?
Because nothing gets erased. At a local, a 3-point disaster in game 2 can be forgotten if you sneak into the final. At a Regional, that 3 stays on your sheet all day.
A hero play is a move that wins big if it works and leaves you stranded if it does not. Going all in on Longest Route with nowhere to settle. Trading away your only ore source for a run of development cards. Skipping your second city to chase a port that someone can block. At home, these are fun. Over four games with no reset, each one is a bet against your own total.
The steady player has a different goal: a high floor. A plan that scores 7 or 8 even when the dice are cold. Spread numbers, a clear path to cities, and a backup spot for every settlement. That player wins their share of games, and loses the rest with points.
How scary is the zero-win cut?
Scarier than it looks. At a table of four, an average player wins about one game in four. Here is the chance of going three games without a win:
| Your chance to win each game | Chance of zero wins in three games |
|---|---|
| 25% | 0.75 x 0.75 x 0.75 = 42% |
| 30% | 0.70 x 0.70 x 0.70 = 34% |
| 35% | 0.65 x 0.65 x 0.65 = 27% |
| 40% | 0.60 x 0.60 x 0.60 = 22% |
Even a very strong player faces about a one-in-five chance of being cut. You cannot remove that risk, but you can shrink it. Every game you play with a real path to 10, instead of a long shot, nudges your win chance up.
What does consistency look like in the standings?
Say 40 players show up to a Regional. That is 10 tables per round, so 10 winners per round and 40 wins over the day. A handful of players will win twice. Most of the 13 seats to Nationals still go to players with one win, and that race is all points.
Here are two of them.
| Game 1 | Game 2 | Game 3 | Game 4 | Total | |
|---|---|---|---|---|---|
| Casey | 10 (win) | 4 | 3 | 5 | 22 |
| Morgan | 8 | 10 (win) | 7 | 8 | 33 |
Same record. Morgan is 11 points ahead. Casey’s win was flashier, but Morgan’s three losses were worth 23 points to Casey’s 12. In a crowded one-win pack, that gap can be the difference between a Nationals invitation and the drive home.
So should you never take a risk?
You should take the right risk at the right time. Your standing after each game changes the best play.
| Where you stand | How to play |
|---|---|
| Games 1 and 2 | Your normal strong game: win when it is there, score points when it is not |
| Zero wins going into game 3 | Play for the win, even at some cost to your floor. Points cannot save you from the cut |
| One win going into game 4 | Push for a second win, but every point counts in the one-win race |
| Two wins going into game 4 | You are in the hunt for first. A third win could make you Regional Champion |
So ask the organizer at the start of the day how standings will be posted between rounds. You need to know where you stand to choose the right game plan.
How do you get through four games in a day?
Four official games is a long day. Each one has five minutes of map study, timed placements, and a turn timer, and a three or four game day at a local can run about eight hours. Read the listing for the schedule, and plan as if you will be at the table from morning to evening.
Most mistakes in game 4 are not strategy mistakes. They are tired mistakes: a miscounted hand, a missed robber target, a forgotten 10th point. Plan for your body the way you plan for the board.
- Sleep. If the Regional is far, travel the day before.
- Eat real food. A proper breakfast, a lunch you packed, and dry snacks that will not ruin the cards. Our guide to game night snacks has ideas that work at a tournament table too.
- Drink water all day, not just coffee.
- Use every break. The rules do not set break lengths, so ask the organizer how long you have between rounds. Stand up, walk outside, and look at something that is not a hex.
- Reset between games. Write your three-line review, then let the game go. The next table does not know you just lost.
Try it this week
Your drill: play four games in one day and score total points.
- Book the day. Find three friends, or rotate players in and out, for four games back to back.
- Use tournament conditions. Five minutes of map study, timed placements, a turn timer, and the official rules.
- Keep a real score sheet. For every game, write each player’s score, your win or loss, and your VP percentage.
- Apply the cut. If you have zero wins after game 3, mark yourself “cut.” Play game 4 anyway, but notice how it felt.
- Set a points target. Aim for an average of 7 points a game, so 28 or more for the day.
- Eat and rest like it is the real thing. Packed lunch, water, and a short walk between games.
- Compare game 1 and game 4. Count your small mistakes in each. If game 4 has more, your next drill is stamina, not strategy.
Level check
Did it stick?
Answer in your head, then open each answer to check yourself.
You have zero wins after game 3 at a Regional Preliminary. What happens?
Show answer 1
C. You are cut from the event Players with zero wins after game 3 are eliminated. There is no final table at a Regional Preliminary; after game 4, the standings decide.
You enter game 3 with no wins. What should you play for?
Show answer 2
A. The win, even at some risk to your score Points cannot save you from the zero-win cut. This is the one game where a bold plan with a real shot at 10 is worth a lower floor.
After four games, Casey has 1 win and 22 total points. Morgan has 1 win and 33. Who ranks higher?
Show answer 3
D. Morgan, because total victory points break ties on wins Wins come first. With wins tied, total victory points decide, and Morgan is 11 ahead. The order of the games does not matter.
Nice work. That is this lesson's Level check done.
Next lesson
Inside the National Championship
Next, the top of the ladder. Lesson 38 goes inside the U.S. National Championship: the 2027 format, how seats and play order are chosen, and what it takes to win.
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