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| The game is played with robots. Robots "play" with each other in one on one (1vs1) duels. A duel last 10 rounds. During each round, each robot select either "Friend" or "Foe". If both robots select "Friend", they add 1 (+1) to their score. If both robots select "Foe", nothing happen (0 point). If one robot select "Friend", the other "Foe", the robot that selected "Friend" subtracts 3 points (-3), and the robot that selected "Foe" adds 2 points (+2). Each robot will play all other robot once, in a 10 rounds duel. Whoever has the highest cumulative total score wins. Example: There are 11 robots. Each robot will fight each other 10 robots. There will be 10 duels played per robot, with 10 rounds each (100 rounds total). Whoever has the highest total after their 100 rounds win. Your task is to design a robot. In other words, you will program how it behaves in a duel in its selection of "Friend" or "Foe". Programs can be as simple as "Randomly selecting between Friend or Foe" for each round, to hard-coded selections such as "Always Foe", to more intricate designs such as "If my opponent selected foe during the first 3 rounds, select Friend at the 4th round." All that matters is that your robot always give only one answer to any given situation. Please note that each duel is independent. In other words, you can't base your decision based on a duel with another robot. You can't say "If my opponent only played Foe in his last duel with another robot, always play Foe". What you CAN do is base yourself on past ROUNDS within that particular duel. You also cannot specifically target a player's robot. "If my opponent is Eburt, always play Foe." is not valid. |
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| Each player starts with 10 HP. The setting of the game is that each player is a suspect and they can either "cooperate" or "defect" to survive their stay at the prison. When a player defects, he must target another player, which is then considered "defected". By defecting, you will lie by saying that the person has performed the crime. By defecting another player, you will minimize your damage and push the blame onto another player. When a player cooperates, he places his trust to the other players. If that player gets defected, he will receive a harsh penalty. If however, that person is not defected, he will not lose HP or potentially even gain health. During each round, the moderator reveals a crime/charge and the possible outcomes of your action. Example: First Charge: Petty Theft Gain 2 HP if you Co-Operate, and are not defected against Gain 0 HP if you Defect, and are not defected against Lose 1 HP if you Defect, and are defected against Lose 3 HP if you Co-Operate, and are defected against The round then last 48 hours, where players can discuss their strategy. Once the round is over, the players must now submit by PM their action (Defect or Coop) to the moderator. Once all actions are received, the outcomes of the charge are applied. A new round is then started, with a new charge and different outcomes for the action. When a player reaches 0 HP, he is eliminated. Last person standing wins. |
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| Each player receives 15 "cards", numbered 1 to 15. During each round, a pot is revealed, with a value ranging from -5 to 10. Please note that the value is uniquely assigned such that no two rounds have the same value. There are 15 rounds in the game, so every value will appear exactly once. The players then proceed to PM the moderator the card they want to use for this round. Once all cards are received, they are revealed and the player who played the highest card gains the pot value and adds it to his score. Each card can and will only be played once. If two players happen to play the same card, their cards "clash" and they don't participate in the current round. In other words, they are not entitled to the current pot, even if they had the highest card value. If all players clash, the value of the current pot is carried over to the next round. In case of negative value pots, the person with the LOWEST card value gains the pot. The person with the highest cumulative total score wins the game after 15 rounds. |
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| The game is played with 10 drivers. There are 9 legs to the race, where one racer is eliminated after each leg. Thus, the last man standing wins. Each driver starts with 1000 speed points. During each leg, the drivers PM to the moderator the number of points they wish to spend for this leg. These points will be deducted from their pool (initially 1000). Once everybody submit, the choices are NOT revealed to the public. Instead, the moderator will reveal the order the drivers have reached the finish line, where the fastest driver is one who have spent the most points this leg. There are incentives for finishing first, second and third. First place receives 20 speed points, second 10 and third 5. The person who finished last will naturally be eliminated from the game. In case of tie, the person who submitted FIRST will be the one who arrives faster. |
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| In this game, players possess tokens, which are represented by emoticons. Each type of token possess a certain value. How valuable those tokens is governed by a set of rules, which is unknown to the players. At the beginning of the game, each player is assigned tokens of different types. They are also given a partial list of rules, we call those "rule slips". The moderator must ensure that all rules of the game are uniformly distributed to different players, and that the value of the starting hands is roughly equal. The main part of game is then having the players engage in "trading", trying to exchange tokens to other players in order to gain a higher score total according to what they know of the rules. Rules can also be included in trades. There are two types of such trade. If you "own" a rule (you have that rule's slip), you can trade ownership of the rule to another player. The moderator will then PM that player with a truthful description of that rule. However, players can also trade "knowledge" of a rule. In that case, the player claiming to have knowledge of a rule directly PMs the other player about what he knows of that rule. And so, only people with a rule slip can trade ownership of that rule, while anybody can trade knowledge of any rule. But be aware that only ownership will ensure true knowledge of the actual rule. Once the trading is over (usually set as one week), the players hand in whatever tokens they have. The moderator then reveals all the rules and compute the score of each player according to the tokens they have. The player with the highest score wins. |
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| The game is played with Mafia-style voting (vote/unvote). The goal of the game is form voting circles, hence the name "O". A voting circle is a string of people voting one another. Example: A -> B -> C -> D -> A is a circle of size 4, where -> means "has voted for". Each round, players will vote one another, trying to form circles. Once a circle is formed, the players in that circle are unable to change their vote and must remain in that circle for the duration of the round. In other words, they cannot unvote. What can happen, when trying to build large vote chains, is what is referred to as a "backstab". Example 2: There is a vote chain A -> B -> C -> D -> E. Then D changes his vote to B. B-C-D then becomes a circle of size 3, A & E are "kicked off" of it. When less or equal 2 players aren't in a circle, the round ends. We eliminate the circle with the fewest members and the remaining players add to their total a number of points equal to the size of the circle they were in. Please note that a member who's "alone" is considered to have a circle of size 1, and will probably be kicked out for being in the smallest circle. If there's a tie in the circles of fewest numbers, the circle that formed last will be kicked out. When more than half of the players have been eliminated, we go into the final round. Once that round is over, the player with the highest cumulative score wins the game. In case of tie, we evaluate who was in the biggest circle this round, the round before, etc. |
| QUOTE (Retro-spectre @ Aug 8 2007, 05:11 PM) |
| If you added a "prize" I'm sure people would be inspired to play any game. :rolleyes: My vote goes for Haggle. |
| QUOTE (ShadowPen @ Aug 8 2007, 06:38 PM) |
| I'm still a bit confused w/ all the rules, but I think Haggle'd be fun. |
| QUOTE (Eburt @ Aug 8 2007, 08:33 PM) |
| I was actually gonna voluteer to moderae the next Mafia game... But I would try to do a game of Haggle, which seems to be winning. Interesting concept... |
| QUOTE (rookee @ Aug 8 2007, 06:18 PM) |
| Haggle and Drive, mostly drive though. |
| QUOTE (Eburt @ Aug 8 2007, 09:50 PM) |
| That only sounds mildly suggestive :P What are the rules? (unless it has anything to do with gay sex, then I'm not interested) |
| QUOTE (kasra12321 @ Aug 8 2007, 09:53 PM) | ||
wikipedia or google. |
| QUOTE (Eburt @ Aug 8 2007, 06:50 PM) |
| That only sounds mildly suggestive :P What are the rules? (unless it has anything to do with gay sex, then I'm not interested) |
| QUOTE (kasra12321 @ Aug 8 2007, 09:32 PM) |
| u said we can suggest other ones so lets play whose your daddy. |
| QUOTE (strat1227 @ Aug 8 2007, 10:41 PM) |
| haggle and drive are the only two i'd even participate in... rest seem like too much luck and not enough actual playing.... |
| QUOTE (ShortAssassin @ Aug 8 2007, 11:52 PM) |
| Hmm, I vote for Mafia Game #4. :) |