Note: Jin Arai is most expert on Grand Melee format in Japan judge community. He did HJ the event with Yuki Takekawa at GP side event. Here is rough translation of his post. (please excuse my translation - Katsuhisa)
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Here is tips from my past experience from Japan GP side event.
Table layout:
Official site recommend to have square table layout, but I prefer to have one single sneak line layout. Because if one player did something interest, not only his/her neighbor, but opposite seat player can see the play. This format takes long time, so let have fun for waiting time. You need to have narrow gap between tables to make player can walk for smooth move.
Judges:
I think one judge per 20 players is best ratio. Because it needs to manage number of current active players accurate, and lots of interaction ruling inquiry from players.
Announce for player requirement:
I strongly recommend to ask “Use playmat”. This format will require frequent seat change, so moving his/her board with playmat is kinda mandatory to me.
Advance announcement for rule:
It is good to introduce the difference/unfamiliar point of multiplayer game rule in advance. ( Nakamura-san/Ito-san announced such the point in web site for GP Kobe 2014. Thanks! ) Especially, it is good to announce only two player per turn will lose game by winning condition met
Maze's End.
Turn marker:
I don't recommend to place turn marker on the table. It is often hard to see by others, and very annoying when it placed in front of you ! So, I recommend to use hat as explained by Kenji. Any highly visible hat works such as party hat. In fact, we used Santa's cap at GP Shizuoka 2013 because of Xmas season. Then straw hat at GP Kobe 2014 because it was summer. ( Few players commented “I will become king of pirates !” :) )
If judges manages number of players correctly, I believe we don't need to put number on the marker because it is rare to remove two marker at once. Though you may have only number ONE marker if you mind the top marker.
Managing number of players:
It is most importance task for HJ. If there is extra marker, such as 14 exists instead of 13 precisely, it surely sign of jam somewhere. It is very pain for players to wait more than 10 min with nothing he/she can do, so less (12 for the case) is better than more for making game move.
I recommend to have a check sheet to track player count, when remove a turn marker. I believe: who lost, who beat him/her, what condition to remove marker is minimum to know by HJ. If you contact me, I can send you my Excel check sheet.
Also, I announced “We have a ACE (striker) now” when a player smashed off 5 players. It is fun and motivate players to win, so game will move on quickly.
Last seven:
When player reduced to 7, only one turn marker remained. I think now game changed to Commander by 7 players. Hence it increases negotiation between other players more, so turn move is getting slow down. So keep asking player to play smoothly.
That's all. I only HJ'ing construction format only, so I would like to know how differ/same with the sealed format and how often library out occur. (Anyone tried Grand Melee booster draft yet ?)