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Raise the Stakes - Rules https://elementscommunity.org/forum/index.php?topic=23839.msg304004#msg304004
« on: April 02, 2011, 06:26:36 pm »
Raise the Stakes - Rules

Players make a deck out of randomly generated cards and bet Elements, which act as hit points, on each of their matches. The more you risk, the more you can win. The last player with Elements remaining wins the event.


1. HOW TO SIGN UP?
Anyone with a forum and a chat account can sign up for this event. However, it is recommended that you have enough cards and electrum to build any unupgraded deck. Start by reading the rules very carefully. Then sign up by posting on a separate sign up topic. If you cannot find a sign up topic, or if it is locked, this event is not currently active, and you will have to wait for it to restart.

There is no maximum amount of players that can join.


2. GETTING READY
Players are given 6 Elements, which act as hit points.

Your decks must follow these rules:
- The only cards you may use are the cards in the community pile, the cards in your own draw, and any pillar, pendulum, or mark card.
- You may use any mark.
- Only unupgraded cards may be used. Upgraded cards are not allowed.


3. BRACKETS
The pairings in this event are completely random, but players will not play the same player two rounds in a row unless that is the only option.


4. ROUNDS (BIDS AND DUELS)
Part 1:
At the start of the round, a set of cards called the community pile is posted. The community pile contains 24 cards: 2 randomized cards from each element (not including pillars, pendulums, marks cards, and nymphs). Their is one community pile, and everyone sees it. Players are also given a set of cards called the draw. The cards in the draw are sent to them through private messages from the event organizer; you are the only player that sees your draw. The draw is a set of cards that can be used by the player, as well as the community pile. For every Element you have, you will receive 2 cards from one element in your draw. The element and cards chosen are randomly selected, but nymphs and cards in the community pile are not chosen in the draw.

Here's a randomized example community pile.
Code: [Select]
4ve 4vq 52l 52p 55r 55v 592 593 5c0 5c4 5f3 5f5 5i7 5if 5lc 5li 5om 5op 5rq 5rr 5uq 5ut 61s 61tHere's a randomized example draw that could occur if a player has 4 Elements:
Code: [Select]
4vd 4vi 58s 58u 5f1 5f4 5rn 5roPlayers will have 24 hours to make a Raise. This is done by private messaging your Raise to the event organizer. A Raise is the amount of Elements the player wants to increase their Elements gained or lost by. There is a minimum and maximum Raise for each round. They are in place so fewer players are eliminated in the first few rounds and so there will eventually be only one player. If a player does not send their Raise, they will automatically place the minimum Raise for the round. If a player does not have enough cards for the minimum Raise, they will be forced to place every Element they have. A player is allowed (and sometimes forced) to place more Elements than there opponent has. After Round 4, the minimum Raise will be 12 Elements for the rest of the event.
RoundMinimum RaiseMaximum Raise
112
224
347
4812
51212
Part 2:
At the start of Part 2, players will be told their opponent. They will have 3 days to battle their opponent. They must contact their opponent using a PM and try to find a time that suits both. If the fight doesn't happen, both players lose by default, unless one player is clearly more active in trying to find a suitable time. Event organizer will determine who the most active player was, and his or her word is final. Matches will be best 3 out of 5, and players are allowed to switch decks between matches. Players must follow the deckbuilding rules in Section 2.

The next round will start after Part 2 ends.


5. AFTER DUELS
Winner should post a new topic in the "Battle Results" section, along with short description of how the match went. Both players are required to post the decks they used for each game.

The winner will gain Elements. The Elements gained are the sum of both Raises. The maximum amount of Elements a player may have is 12.
The loser will lose Elements. The Elements lost are the sum of both Raises. When a player has 0 Elements remaining, they are eliminated from the event.
For example, Player A had 4 Elements and placed 3. Player B had 8 Elements and placed 2. If Player A wins, he or she will then have 9 Elements and Player B will have 3. If Player B wins, he or she will then have 12 Elements and Player A will be eliminated.


6. WINNER AND REWARDS
The last player with Elements remaining is the winner of the event.
The winner will receive the following icon:
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Offline DevilLoss

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Re: Risk https://elementscommunity.org/forum/index.php?topic=23839.msg305489#msg305489
« Reply #1 on: April 04, 2011, 08:21:20 pm »
i rather like this idea but i would fix the draw and maybe add in more starting elements since there going to be random this way you get more deck ideas like if you make more cards in elements in the draw you can make the round more intense by upping the minimium sooner. so by round 3 you could havea  2 element mimimium and round 4 goes 3 and so on otherwise solid idea it seems like there needs to be a little fine tuning otherwise i like it *thunmbs up*  8)
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Re: Risk https://elementscommunity.org/forum/index.php?topic=23839.msg308756#msg308756
« Reply #2 on: April 09, 2011, 12:44:39 pm »
I love this concept of combining casino card games with Elements.

Have you thought about going a bit further and using things like some cards deal picture side up, for everyone to use? And maybe using electrum for bidding?

You could do all kinds of cool stuff with those mechanics.

Offline RootRangerTopic starter

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Re: Risk https://elementscommunity.org/forum/index.php?topic=23839.msg311925#msg311925
« Reply #3 on: April 14, 2011, 10:20:38 pm »
Thanks for the feedback.
I like the idea of dealing cards picture side up; I added in a "community pile" that is seen by everyone.
Electrum is a possibility, but I want both a small minimum and maximum bid in round 1, so players can lose and still be in the event, but I also want the beginning rounds to be important. Thus, the more Elements you have left, the more likely you can build a strong deck. This way the beginning rounds are almost as important as Round 7+ because a bad beginning round will cause trouble in the next few rounds. However, players will not be eliminated in the first round.

A problem with the event is that it requires a lot of random number generation. While there are sites for this, it is still a slow process. I could probably (no guarantees) make a program to randomly generate many deck codes if this event was going to be run.
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Re: Raise the Stakes https://elementscommunity.org/forum/index.php?topic=23839.msg341948#msg341948
« Reply #4 on: May 28, 2011, 10:12:45 am »
We had a great conversation in chat about this and I look forward to seeing the revisions you post.  I think this is very close to being ready to launch.
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Offline RootRangerTopic starter

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Re: Raise the Stakes https://elementscommunity.org/forum/index.php?topic=23839.msg345118#msg345118
« Reply #5 on: June 02, 2011, 10:35:14 pm »
I made some changes.
- Switched pairings from swiss to random, so players never purposely lose.
- Changed up the max and minimum bids. The event is going to run at least 24 days, but no more than 36 days. It is most likely going to be 28 or 32 days. From rounds 1-4, the difference between the minimum and maximum bid increases by 1.
- Players can, and sometimes must, bid more Elements than there opponent has. This prevents the event from lasting far too many rounds.
- Each round is 4 days, instead of 7 as before.

I also made a super-awesome program specifically for this event. Just press a button, and it will generate a deck code for a community pile or a draw. It's going to make it a lot easier to run the event.

Unless you notice anything wrong, it is ready.
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Re: Raise the Stakes https://elementscommunity.org/forum/index.php?topic=23839.msg345140#msg345140
« Reply #6 on: June 02, 2011, 11:05:15 pm »
Possibly the best PvP Event idea I've seen. Great work.

Offline TStar

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Re: Raise the Stakes https://elementscommunity.org/forum/index.php?topic=23839.msg345197#msg345197
« Reply #7 on: June 03, 2011, 01:13:01 am »
Unless you notice anything wrong, it is ready.
Yes, there is one severe, maybe even fatal flaw I can see.:
I also made a super-awesome program specifically for this event. Just press a button, and it will generate a deck code for a community pile or a draw. It's going to make it a lot easier to run the event.
Why do I not have a copy of this yet?  This is a major flaw that must be corrected ASAP!  8)

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Re: Raise the Stakes https://elementscommunity.org/forum/index.php?topic=23839.msg345200#msg345200
« Reply #8 on: June 03, 2011, 01:22:23 am »
On a serious note, I'm not sure I like the "winner gets the sum of the bids" part.  To me this just encourages bidding the minimum every single time since it's the best value where you double your bet or more.  Anything higher than the minimum lowers the rate of return on a win.  In fact, the more you risk the less your value becomes on a win.  I don't think a player should be able to risk 1 Element to win 2 where the player who risks 2 can never win more than 2 more.  The best you can do on a maximum bid is doubling your money.  The best you can do on a minimum bid is triple your money.  I think the risk/reward system is skewed to strong encourage every player to just bet the minimum every round since betting more doesn't affect the size of your winnings at all.
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Re: Raise the Stakes https://elementscommunity.org/forum/index.php?topic=23839.msg345222#msg345222
« Reply #9 on: June 03, 2011, 02:07:00 am »
I may have misphrased the rules.
For example, Player A and Player B both have 6 Elements. Player B bets 1 Element and loses.
If Player A bets 1 Element, he or she will have 8 Elements after winning.
If Player A instead chooses to bet 2 Elements, he or she will have 9 Elements after winning.
So, if someone bids more, they can gain more.
I'll try to make the rules clearer.

OK, I changed "bid" to Raise. I think it should help.

The program is here. (http://www.2shared.com/file/AtyUuw4K/RTS.html)
It's mostly self explanatory. Press a button, type up the codes, press Restart. Repeat. For the draw, use Button 12.
I can't make it so the codes can be copied and pasted, but this will still save a lot of time.
If anything is wrong, or any codes are missing, notify me and I'll look into it.
Hopefully the RNG should be random enough, since it randomizes the seed each time Restart is pressed. If Restart isn't pressed, it does some weird stuff.
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Re: Raise the Stakes https://elementscommunity.org/forum/index.php?topic=23839.msg347155#msg347155
« Reply #10 on: June 07, 2011, 01:04:28 am »
The problem here is that you would only lose how much you raise, not both raises. Ex. player A raises 3 elements, and player B raises 2 elements. If player A wins, he should only gain 2 elements, because the other 3 came from himself. Player B should only lose 2, because he only raised 2, and therefore only put 2 at stake. If player B loses 5, then it wouldn't be fair. All player A has to do is raise the number of elements player B has minus the round minimum, and if player A wins, player B is eliminated.

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Re: Raise the Stakes https://elementscommunity.org/forum/index.php?topic=23839.msg347207#msg347207
« Reply #11 on: June 07, 2011, 02:30:51 am »
With the method you suggest, the best option is always going to be the minimum bid. With the current method, however, the best option will sometimes be the highest bid, sometimes be the lowest bid, and maybe even something in between. Part of the skill in this event is judging your draw and the community cards and seeing how strong it is, which directly correlates to how high you should bid.

Also, if the stakes were too low, the event wouldn't finish in time.
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blarg: