Post by Liar Game on Aug 10, 2015 2:22:22 GMT
24-Shot Russian Roulette
Objective: Don't shoot yourself!
Set-up
1) The Dealer announces one player to begin as Gunner before loading the bullets.
2) Players select 3 chambers (from 1-24) to load bullets by sending a PM to the Dealer in 24h. If both players pick the same chamber for any of their bullets, players will reload. If it is necessary to to reload a second time, the Dealer will quietly load all overlapping chambers and randomize the remaining bullets.
3) Spinning. The lightest chamber will be the first chamber shot. Lightness equals the sum of the lesser absolute value for each bullet from the chamber. If multiple chambers are tied for lightest, one shall be chosen at random. See an example below.
Sample spinning of bullets loaded in chambers [1,4,5,10,15,17] makes any chambers 16-22 the potential starting chamber.
Gameplay
1) Each turn, both players have 24h to bid how many chips, between 0-15, in order to pass the current chamber. Send this decision to the Dealer via PM.
2) The Dealer will reveal the bidding decisions of both players.
3) The player who bid fewer chips will shoot. On ties, the Gunner will shoot (but see next rule). The non-shooter becomes next chamber's Gunner.
4) If both players passed for 15 chips, the LGT will collect the chips and fire the gun in the air to reveal its contents. The Gunner role passes to the opponent.
5) If the chamber was empty, the shooter collects the deposit.
6) If the chamber had a bullet, the deposit returns to the bidder and the shooter pays 25 chips to the opponent.
7) Regardless of the result, the game proceeds to the next chamber (e.g., 23 to 24 to 1 to 2).
Bullet Detection
1) During setup and on each chamber, players may also include in their PM their desire to learn if either of the next two chambers hold at least one bullet. The Dealer will reply at the start of the next chamber with "yes" or "no" but will not reveal which chamber(s). So if you ask during chamber 1, you'll learn if chamber 2 or 3 has at least one bullet.
2) This information costs 10 chips to the LGT, collected after the game concludes. This will count towards the tiebreaker profit/loss, see "End of Game" for more information.
3) Note that if your chip count falls below your debt for Bullet Detection, the game automatically ends with your defeat through bankruptcy.
Inactivity
1) If you are inactive during setup, players will be asked to reload. If this causes a second reload to be required, the Dealer will randomize any remaining bullets, as with overlaps.
2) If you are inactive during a turn, you will pay the LGT 10 chips and will automatically fire the gun and the opponent receives back his/her chip deposit.
3) If both players are inactive, both owe the LGT a penalty of 10 chips (25 chips if the chamber has a bullet). If the chamber has a bullet, both players are considered shot.
End of Game
1) The game ends once 6 bullets have been fired.
2) Bullet Detection payments are calculated.
3) The player who fired fewer bullets wins! Tiebreaker is bigger profit (or less loss). If it is still a tie, the players are credited with a draw.
Objective: Don't shoot yourself!
Set-up
1) The Dealer announces one player to begin as Gunner before loading the bullets.
2) Players select 3 chambers (from 1-24) to load bullets by sending a PM to the Dealer in 24h. If both players pick the same chamber for any of their bullets, players will reload. If it is necessary to to reload a second time, the Dealer will quietly load all overlapping chambers and randomize the remaining bullets.
3) Spinning. The lightest chamber will be the first chamber shot. Lightness equals the sum of the lesser absolute value for each bullet from the chamber. If multiple chambers are tied for lightest, one shall be chosen at random. See an example below.
Sample spinning of bullets loaded in chambers [1,4,5,10,15,17] makes any chambers 16-22 the potential starting chamber.
Chamber | Distance to Chamber 1 | Distance to Chamber 4 | Distance to Chamber 5 | Distance to Chamber 10 | Distance to Chamber 15 | Distance to Chamber 17 | Lightness |
1 | 0 | 3 | 4 | 9 | 10 | 8 | 34 |
2 | 1 | 2 | 3 | 8 | 11 | 9 | 34 |
3 | 2 | 1 | 2 | 7 | 12 | 10 | 34 |
4 | 3 | 0 | 1 | 6 | 11 | 11 | 32 |
5 | 4 | 1 | 0 | 5 | 10 | 12 | 32 |
6 | 5 | 2 | 1 | 4 | 9 | 11 | 32 |
7 | 6 | 3 | 2 | 3 | 8 | 10 | 32 |
8 | 7 | 4 | 3 | 2 | 7 | 9 | 32 |
9 | 8 | 5 | 4 | 1 | 6 | 8 | 32 |
10 | 9 | 6 | 5 | 0 | 5 | 7 | 32 |
11 | 10 | 7 | 6 | 1 | 4 | 6 | 34 |
12 | 11 | 8 | 7 | 2 | 3 | 5 | 36 |
13 | 12 | 9 | 8 | 3 | 2 | 4 | 38 |
14 | 11 | 10 | 9 | 4 | 1 | 3 | 38 |
15 | 10 | 11 | 10 | 5 | 0 | 2 | 38 |
16 | 9 | 12 | 11 | 6 | 1 | 1 | 40 |
17 | 8 | 11 | 12 | 7 | 2 | 0 | 40 |
18 | 7 | 10 | 11 | 8 | 3 | 1 | 40 |
19 | 6 | 9 | 10 | 9 | 4 | 2 | 40 |
20 | 5 | 8 | 9 | 10 | 5 | 3 | 40 |
21 | 4 | 7 | 8 | 11 | 6 | 4 | 40 |
22 | 3 | 6 | 7 | 12 | 7 | 5 | 40 |
23 | 2 | 5 | 6 | 11 | 8 | 6 | 38 |
24 | 1 | 4 | 5 | 10 | 9 | 7 | 36 |
Gameplay
1) Each turn, both players have 24h to bid how many chips, between 0-15, in order to pass the current chamber. Send this decision to the Dealer via PM.
2) The Dealer will reveal the bidding decisions of both players.
3) The player who bid fewer chips will shoot. On ties, the Gunner will shoot (but see next rule). The non-shooter becomes next chamber's Gunner.
4) If both players passed for 15 chips, the LGT will collect the chips and fire the gun in the air to reveal its contents. The Gunner role passes to the opponent.
5) If the chamber was empty, the shooter collects the deposit.
6) If the chamber had a bullet, the deposit returns to the bidder and the shooter pays 25 chips to the opponent.
7) Regardless of the result, the game proceeds to the next chamber (e.g., 23 to 24 to 1 to 2).
Bullet Detection
1) During setup and on each chamber, players may also include in their PM their desire to learn if either of the next two chambers hold at least one bullet. The Dealer will reply at the start of the next chamber with "yes" or "no" but will not reveal which chamber(s). So if you ask during chamber 1, you'll learn if chamber 2 or 3 has at least one bullet.
2) This information costs 10 chips to the LGT, collected after the game concludes. This will count towards the tiebreaker profit/loss, see "End of Game" for more information.
3) Note that if your chip count falls below your debt for Bullet Detection, the game automatically ends with your defeat through bankruptcy.
Inactivity
1) If you are inactive during setup, players will be asked to reload. If this causes a second reload to be required, the Dealer will randomize any remaining bullets, as with overlaps.
2) If you are inactive during a turn, you will pay the LGT 10 chips and will automatically fire the gun and the opponent receives back his/her chip deposit.
3) If both players are inactive, both owe the LGT a penalty of 10 chips (25 chips if the chamber has a bullet). If the chamber has a bullet, both players are considered shot.
End of Game
1) The game ends once 6 bullets have been fired.
2) Bullet Detection payments are calculated.
3) The player who fired fewer bullets wins! Tiebreaker is bigger profit (or less loss). If it is still a tie, the players are credited with a draw.