Post by Liar Game on Oct 21, 2015 3:00:07 GMT
17 Card Poker
Objective: Figure out the shuffling pattern and pick out a winning hand!
Set-up
1) There are 10 rounds each lasting 24h
2) The cards will be shuffled a number of times each round according to a certain predetermined algorithm. No questions will be answered regarding the nature of an algorithm.
2a) Players are invited to try and solve the algorithms, if desired. They are designed to rely on adding, subtracting, multiplying, dividing, counting, and spotting; no references are necessary. Certain tools, such as a calculator, may still be helpful.
3) Players receive two Tokens to buy hints (see section "Hints" below for more information). Players cannot transfer Tokens to other players.
Consideration Round
1) During the Consideration Round, the Dealer will publish the first ten terms of the algorithm (see section G. The first round uses the 11th term. Note that Shuffle 1 on the Shuffle Schedule (see section "Shuffle Schedule" below for more information) below does not mean that is the Shuffle used on the first round; the first round might use Shuffle 1, Shuffle 3, or any of the other Shuffles. Example: if the 11th term is 5, Shuffle 5 is used.
2) Players may PM the Dealer for Hints in exchange for Tokens (see section "Hints" below for more information).
3) There may be a second Consideration Round, which will take place after a reset request (see section "Resetting" below for more information). This second Consideration Phase functions like the first, except that additional terms of the new algorithm are published for as many rounds that have passed (so if three rounds have passed, the Dealer will publish the first thirteen terms).
Shuffle Schedule.
Key: A = Ace, K = King, Q = Queen, J = Jack, s = Spades, h = Hearts, d = Diamonds, c - Clubs
(Card #1 of Shuffle 0 is therefore Jack of Spades)
Hand Scoring
The hands are scored like so from best to worst:
1. Five-of-a-Kind (e.g. AAAA + Joker)
2. Royal Flush (e.g. AKQJ suited + Joker). If both players hold this hand, suits are ranked Spades > Hearts > Diamonds > Clubs.
3. Four-of-a-Kind (e.g. AAAAK)
4. Full House (e.g. AAAKK)
5. Straight (e.g. AKQJ unsuited + Joker)
6. Three-of-a-Kind (e.g. AAAKQ)
7. Two-Pair (e.g. AAKKQ)
8. Pair (e.g. AAKQJ)
Note: Ties are broken by rank of the hand make-up (Ace > King > Queen > Jack) and kickers (highest card that doesn't make up the hand). Suits do not trump each other except for the Royal Flushes.
Gameplay
1) Along with your assigned Dealer, the account Liar Game (admin) MUST receive a copy of all your decisions. Liar Game (admin) will try to end a round within six hours after the deadline if the assigned Dealer has not already done so.
2) At the start of the game, a 72h Consideration Round will take place (see section "Consideration Round" above for more information).
3) Each round, players have 24h to pick up to 5 card numbers (e.g., cards #2,8,10,13,15) to make their hand via PM to the Dealer, NOT the actual identities (such as, don't request "Ace of Spades").
3a) Alternatively, players may pay 2 chips to the LGT and pick up to 4 card numbers. The fifth card will be a Joker, which will automatically count towards the best hand.
3b) If both players pick the same card, both receive the card. In the below example, Alice's opponent could choose some or all of #1-4 as well. Again, you are choosing positions, NOT the actual identities.
4) Showdown. At the end of each round, the Dealer will reveal the decisions and the Shuffle used. Loser pays 10 chips to the winner, draws force both players to pay 3 chips to the LGT.
Example: Alice pays 2 chips to pick cards #1, #2, #3, #4 on her first round, hoping the algorithm is Shuffle 8 for Five-of-a-Kind Aces. However, the algorithm spits out a Shuffle 2, so her hand is a Straight. She wins if the opponent has Three-of-a-Kind or weaker. If the opponent also has a Straight, then Alice and the opponent will both pay 3 chips to the LGT.
Hints
1) Using the two Tokens received at the game's start, players may PM the Dealer for hints regarding the current algorithm.
2) Hints will be delivered at the start of the next round, see below for hint makeup and example algorithm.
(The Dealer revealed the firsts 10 terms of the current algorithm: 2,4,8,1,6,3,2,6,4,1
Pay one Token to learn one word regarding a critical element of the current algorithm: "Doubling"
Pay two Tokens to reveal the 11th-20th terms: "2,8,2,5,6,5,1,2,1,0" in addition to the one word hint.
2a) If a player has previously paid one Token for the current algorithm, the player can get the 11th-20th terms for the same algorithm at a discounted price of one Token.
3) Hints are lost if the algorithm is reset, and there is no refund (see section "Resetting" below for more information).
4) Hints will be sent via PM and to your Inventory for review.
5) Players cannot buy hints with chips.
6) Players cannot buy Tokens with chips, nor can Tokens be transferred between players.
Resetting
1) The algorithm may be reset once per game at any time (including the Consideration Round) to introduce a new algorithm. The reset may come at the request of either/both players (via PM to Dealer). The requesting player pays 25 chips to the opponent once the game ends (or no transaction if both players request on the same round). The game will be paused 24h for the second Consideration Phase after the current round ends (see section "Consideration Round" above for more information).
2) If a player bought hints on the same turn a request to reset the algorithm was sent, those hints are NOT delivered and there is NO refund.
3) The round with the reset request will still conclude with the old algorithm.
4) Hints already bought for the discarded algorithm do not convert to the new algorithm.
5) Algorithms are meant to be of similar difficulty, but due to the subjective nature of pattern-solving, may actually be harder or easier.
6) The discarded algorithm will not be updated after subsequent rounds. Players cannot buy hints for discarded algorithms.
End of Game
1) The game ends once 10 rounds have been played. Once all games end, the Dealer will confirm any algorithms used and show computation.
Example: On each operation, double the prior product and use the new product's individual integers as terms: [2][4][8][16][32][64][128][256][512][10]24
2) The winner is the player who made a profit, or less loss if no profit was made (includes Reset payment, if applicable), tiebreaker of tokens on hand. If this still does not determine a winner, both players receive the half-point for a draw. Profit is considered money gained over the course of 17 Card Poker, not total money on hand.
Inactivity
1) An inactive player loses the current round and as such pays 10 chips to the opponent. In addition, the inactive player pays 5 chips to the LGT for that round of inactivity.
2) If both players are inactive, each pays 15 chips to the LGT.
Objective: Figure out the shuffling pattern and pick out a winning hand!
1) There are 10 rounds each lasting 24h
2) The cards will be shuffled a number of times each round according to a certain predetermined algorithm. No questions will be answered regarding the nature of an algorithm.
2a) Players are invited to try and solve the algorithms, if desired. They are designed to rely on adding, subtracting, multiplying, dividing, counting, and spotting; no references are necessary. Certain tools, such as a calculator, may still be helpful.
3) Players receive two Tokens to buy hints (see section "Hints" below for more information). Players cannot transfer Tokens to other players.
Consideration Round
1) During the Consideration Round, the Dealer will publish the first ten terms of the algorithm (see section G. The first round uses the 11th term. Note that Shuffle 1 on the Shuffle Schedule (see section "Shuffle Schedule" below for more information) below does not mean that is the Shuffle used on the first round; the first round might use Shuffle 1, Shuffle 3, or any of the other Shuffles. Example: if the 11th term is 5, Shuffle 5 is used.
2) Players may PM the Dealer for Hints in exchange for Tokens (see section "Hints" below for more information).
3) There may be a second Consideration Round, which will take place after a reset request (see section "Resetting" below for more information). This second Consideration Phase functions like the first, except that additional terms of the new algorithm are published for as many rounds that have passed (so if three rounds have passed, the Dealer will publish the first thirteen terms).
Shuffle Schedule.
Key: A = Ace, K = King, Q = Queen, J = Jack, s = Spades, h = Hearts, d = Diamonds, c - Clubs
(Card #1 of Shuffle 0 is therefore Jack of Spades)
Shuffle 0 | Shuffle 1 | Shuffle 2 | Shuffle 3 | Shuffle 4 | Shuffle 5 | Shuffle 6 | Shuffle 7 | Shuffle 8 | Shuffle 9 | |
#1 | Js | Ac | Kd | Qh | Ac | Kd | Qh | Js | Ac | Js |
#2 | Jh | Ks | Qc | Qd | Kc | Kc | Jd | Qh | As | Qs |
#3 | Jd | Qh | Js | Qc | Ad | Ks | Ac | Kd | Ah | Jh |
#4 | Jc | Jd | Ah | Qs | Kd | Kh | Ks | Ac | Ad | Qh |
#5 | Qh | As | Kc | Jd | Jc | Ac | Qd | Jh | Ks | As |
#6 | Qd | Kh | Qs | Jc | Qc | As | Jc | Qd | Kh | Ks |
#7 | Qc | Qd | Jh | Js | Jd | Ah | As | Kc | Kd | Ah |
#8 | Qs | Jc | Ad | Jh | Qd | Ad | Kh | As | Kc | Kh |
#9 | Kd | Ah | Ks | Ac | Jh | Js | Qc | Jd | Qh | Ad |
#10 | Kc | Kd | Qh | As | Qh | Jh | Js | Qc | Qd | Kd |
#11 | Ks | Qc | Jd | Ah | Js | Jd | Ah | Ks | Qc | Ac |
#12 | Kh | Js | Ac | Ad | Qs | Jc | Kd | Ah | Qs | Kc |
#13 | Ac | Ad | Kh | Ks | Ah | Qh | Qs | Jc | Jd | Jd |
#14 | As | Kc | Qd | Kh | Kh | Qd | Jh | Qs | Jc | Qd |
#15 | Ah | Qs | Jc | Kd | As | Qc | Ad | Kh | Js | Jc |
#16 | Ad | Jh | As | Kc | Ks | Qs | Kc | Ad | Jh | Qc |
Hand Scoring
The hands are scored like so from best to worst:
1. Five-of-a-Kind (e.g. AAAA + Joker)
2. Royal Flush (e.g. AKQJ suited + Joker). If both players hold this hand, suits are ranked Spades > Hearts > Diamonds > Clubs.
3. Four-of-a-Kind (e.g. AAAAK)
4. Full House (e.g. AAAKK)
5. Straight (e.g. AKQJ unsuited + Joker)
6. Three-of-a-Kind (e.g. AAAKQ)
7. Two-Pair (e.g. AAKKQ)
8. Pair (e.g. AAKQJ)
Note: Ties are broken by rank of the hand make-up (Ace > King > Queen > Jack) and kickers (highest card that doesn't make up the hand). Suits do not trump each other except for the Royal Flushes.
Gameplay
1) Along with your assigned Dealer, the account Liar Game (admin) MUST receive a copy of all your decisions. Liar Game (admin) will try to end a round within six hours after the deadline if the assigned Dealer has not already done so.
2) At the start of the game, a 72h Consideration Round will take place (see section "Consideration Round" above for more information).
3) Each round, players have 24h to pick up to 5 card numbers (e.g., cards #2,8,10,13,15) to make their hand via PM to the Dealer, NOT the actual identities (such as, don't request "Ace of Spades").
3a) Alternatively, players may pay 2 chips to the LGT and pick up to 4 card numbers. The fifth card will be a Joker, which will automatically count towards the best hand.
3b) If both players pick the same card, both receive the card. In the below example, Alice's opponent could choose some or all of #1-4 as well. Again, you are choosing positions, NOT the actual identities.
4) Showdown. At the end of each round, the Dealer will reveal the decisions and the Shuffle used. Loser pays 10 chips to the winner, draws force both players to pay 3 chips to the LGT.
Example: Alice pays 2 chips to pick cards #1, #2, #3, #4 on her first round, hoping the algorithm is Shuffle 8 for Five-of-a-Kind Aces. However, the algorithm spits out a Shuffle 2, so her hand is a Straight. She wins if the opponent has Three-of-a-Kind or weaker. If the opponent also has a Straight, then Alice and the opponent will both pay 3 chips to the LGT.
Hints
1) Using the two Tokens received at the game's start, players may PM the Dealer for hints regarding the current algorithm.
2) Hints will be delivered at the start of the next round, see below for hint makeup and example algorithm.
(The Dealer revealed the firsts 10 terms of the current algorithm: 2,4,8,1,6,3,2,6,4,1
Pay one Token to learn one word regarding a critical element of the current algorithm: "Doubling"
Pay two Tokens to reveal the 11th-20th terms: "2,8,2,5,6,5,1,2,1,0" in addition to the one word hint.
2a) If a player has previously paid one Token for the current algorithm, the player can get the 11th-20th terms for the same algorithm at a discounted price of one Token.
3) Hints are lost if the algorithm is reset, and there is no refund (see section "Resetting" below for more information).
4) Hints will be sent via PM and to your Inventory for review.
5) Players cannot buy hints with chips.
6) Players cannot buy Tokens with chips, nor can Tokens be transferred between players.
Resetting
1) The algorithm may be reset once per game at any time (including the Consideration Round) to introduce a new algorithm. The reset may come at the request of either/both players (via PM to Dealer). The requesting player pays 25 chips to the opponent once the game ends (or no transaction if both players request on the same round). The game will be paused 24h for the second Consideration Phase after the current round ends (see section "Consideration Round" above for more information).
2) If a player bought hints on the same turn a request to reset the algorithm was sent, those hints are NOT delivered and there is NO refund.
3) The round with the reset request will still conclude with the old algorithm.
4) Hints already bought for the discarded algorithm do not convert to the new algorithm.
5) Algorithms are meant to be of similar difficulty, but due to the subjective nature of pattern-solving, may actually be harder or easier.
6) The discarded algorithm will not be updated after subsequent rounds. Players cannot buy hints for discarded algorithms.
End of Game
1) The game ends once 10 rounds have been played. Once all games end, the Dealer will confirm any algorithms used and show computation.
Example: On each operation, double the prior product and use the new product's individual integers as terms: [2][4][8][16][32][64][128][256][512][10]24
2) The winner is the player who made a profit, or less loss if no profit was made (includes Reset payment, if applicable), tiebreaker of tokens on hand. If this still does not determine a winner, both players receive the half-point for a draw. Profit is considered money gained over the course of 17 Card Poker, not total money on hand.
Inactivity
1) An inactive player loses the current round and as such pays 10 chips to the opponent. In addition, the inactive player pays 5 chips to the LGT for that round of inactivity.
2) If both players are inactive, each pays 15 chips to the LGT.