Post by Liar Game on Aug 1, 2012 12:54:03 GMT
Pinball Wizard
As you wander aimlessly wondering what to play, you spot many people gathered around a pinball table. You watch and realize that they seem to be playing a sort of competitive game of pinball.
As the game goes on, you realize that players keep whispering something in the dealer's ear, and the dealer says something softly into his mask. It seems like a direction for something, but what?
Determined to find out what's happening, you recruit five other interested players and listen as the rules are explained.
Objective:
To beat the opposing team at pinball.
Prize:
Up to 105M yen!
Signup:
Post in the signup thread saying that you want to play. This game costs 35M yen to play. Players may play multiple times as long as they have the money and the players. Exactly 6 players are needed to play this game. If there are slightly less, adjustments may be made, but don't count on it.
Gameplay:
This is a team game where 3 players will face off against 3 others in a game of competitive pinball! Each player will have 3 balls during which s/he will try to get as many points as possible for his/her team.
This will be a 3 round game with variable time per round. Round 1 will be player A vs. player D. Round 2 is B vs. E. Round 3 is C vs. F. Each round is split into sub rounds called hits which each last 24 hours (because of the length of the game, this could not be increased to 48; we apologize sincerely, but it was necessary). The number of hits determines both a player's points and the length of the game.
During each round, each player on each team will be assigned either "flipper," "speed," or "spin." There will not be duplicates on the same team. Players receive a new assignment each round (A vs D, B vs E, C vs F). The functions of these 3 assignments will be explained later.
1st 3 hits:
The first 3 hits for each round is a face-off between the player (i.e. A or D for round 1) and the "flipper" on the opposing team. Both send in a PM to the dealer with either "left" or "right" corresponding to the 2 flippers on the pinball table. If they match, the player saves the ball and wins a certain number of points. If not, the player misses the ball and loses a ball. Each player will have 24 hours to send in their choice per hit.
The 1st hit earns a player 1 point. The 2nd earns a player 2. The 3rd earns him/her 3.
Of course, during each hit, the ball has a speed and spin as well. The speed player and spin player on each team will try to guess the speed and spin of the ball, respectively, to gain one point per round. These decisions must be PMed to the dealer, and the points gained from these will not be revealed to the other players until the end of the game.
Hits 4-10:
The next 7 hits for each round brings the "speed" person into the picture. For these rounds, the "flipper" still PMs the dealer with either "left" or "right." The "speed" person now PMs the dealer with either "slow," "normal," or "fast." Now, the player (i.e. A or D for round 1) will send in a PM to the dealer with both a flipper choice and a speed choice. If both match, the player gains points for that hit and saves the ball, thus moving on to the next hit. If not, the ball drops, and that player must use another ball if s/he has one. Each player will still have 24 hours to send in their choice per hit.
The 4th hit earns a player 4 points, the 5th 5, the 6th 6, and so on...
And similarly to the first 3 hits, there is still a spin on the ball. The spin players may try to guess the spin of the ball to earn another point for him/herself and the team. And once again, the decisions will not be revealed to other players until the point count at the end of the game.
Hits 11+:
After the 10th hit, the "spin" person starts to affect the opposing board. For these rounds, the "flipper" and "speed" people still PM dealers with their respective responses. However, now the "spin" player applies a spin to the ball and PMs the dealer with either "forward," "back," "left," or "right" (the direction of spin on the ball). The player now needs to PM a flipper, speed, and spin and get them all right to continue on and gain points. Again, there are 24 hours to send in their choice.
The 11th hit earns a player 11 points, the 12th 12, the 13th 13, and so on...
Endgame:
After both players in round 1 have lost, round 2 begins. Once that is over, round 3 starts. After round 3, each player has gained a certain number of points. The points of each team are added up, and the team with the most points wins! The payouts are described in the next section.
Payouts:
The player with the most points on the winning team (not simply most points overall) is considered the winning player.
Now, in this game there is 210M yen in play, represented by medals held by each player. Each player is given 30 medals, each with his/her own name on it. Players may transfer medals throughout the game to any of the participating players. At the end of the game, each medal with the winning player's name on it can be turned in for 7M yen. However, each player may only cash in a maximum of 15 medals each, regardless of how many more winning medals s/he may have. It is up to the players to transfer appropriately. Otherwise, the unused medals will simply be discarded, and the money will be kept by the LGT.
Inactivity:
Any player who does not send in a piece of information needed for the round gets a penalty for his/her team. If a player in the current round is inactive, that person misses the ball and loses an extra ball. If a "flipper," "speed" person, or "spin" person is inactive, his/her respective vote matches up with the player's.
Any player inactive for a prolonged amount of time cannot win money even by having the most points on the winning team or by being given money by the winner. A team with all inactive players cannot win, regardless of however many points a player gained before going inactive.
Players:
Gambler #04 - 10k
Gambler #05 - Komatsu Tatsuya
Gambler #09 - Morte
Gambler #13 - Iain7
As you wander aimlessly wondering what to play, you spot many people gathered around a pinball table. You watch and realize that they seem to be playing a sort of competitive game of pinball.
As the game goes on, you realize that players keep whispering something in the dealer's ear, and the dealer says something softly into his mask. It seems like a direction for something, but what?
Determined to find out what's happening, you recruit five other interested players and listen as the rules are explained.
Objective:
To beat the opposing team at pinball.
Prize:
Up to 105M yen!
Signup:
Post in the signup thread saying that you want to play. This game costs 35M yen to play. Players may play multiple times as long as they have the money and the players. Exactly 6 players are needed to play this game. If there are slightly less, adjustments may be made, but don't count on it.
Gameplay:
This is a team game where 3 players will face off against 3 others in a game of competitive pinball! Each player will have 3 balls during which s/he will try to get as many points as possible for his/her team.
This will be a 3 round game with variable time per round. Round 1 will be player A vs. player D. Round 2 is B vs. E. Round 3 is C vs. F. Each round is split into sub rounds called hits which each last 24 hours (because of the length of the game, this could not be increased to 48; we apologize sincerely, but it was necessary). The number of hits determines both a player's points and the length of the game.
During each round, each player on each team will be assigned either "flipper," "speed," or "spin." There will not be duplicates on the same team. Players receive a new assignment each round (A vs D, B vs E, C vs F). The functions of these 3 assignments will be explained later.
1st 3 hits:
The first 3 hits for each round is a face-off between the player (i.e. A or D for round 1) and the "flipper" on the opposing team. Both send in a PM to the dealer with either "left" or "right" corresponding to the 2 flippers on the pinball table. If they match, the player saves the ball and wins a certain number of points. If not, the player misses the ball and loses a ball. Each player will have 24 hours to send in their choice per hit.
The 1st hit earns a player 1 point. The 2nd earns a player 2. The 3rd earns him/her 3.
Of course, during each hit, the ball has a speed and spin as well. The speed player and spin player on each team will try to guess the speed and spin of the ball, respectively, to gain one point per round. These decisions must be PMed to the dealer, and the points gained from these will not be revealed to the other players until the end of the game.
Hits 4-10:
The next 7 hits for each round brings the "speed" person into the picture. For these rounds, the "flipper" still PMs the dealer with either "left" or "right." The "speed" person now PMs the dealer with either "slow," "normal," or "fast." Now, the player (i.e. A or D for round 1) will send in a PM to the dealer with both a flipper choice and a speed choice. If both match, the player gains points for that hit and saves the ball, thus moving on to the next hit. If not, the ball drops, and that player must use another ball if s/he has one. Each player will still have 24 hours to send in their choice per hit.
The 4th hit earns a player 4 points, the 5th 5, the 6th 6, and so on...
And similarly to the first 3 hits, there is still a spin on the ball. The spin players may try to guess the spin of the ball to earn another point for him/herself and the team. And once again, the decisions will not be revealed to other players until the point count at the end of the game.
Hits 11+:
After the 10th hit, the "spin" person starts to affect the opposing board. For these rounds, the "flipper" and "speed" people still PM dealers with their respective responses. However, now the "spin" player applies a spin to the ball and PMs the dealer with either "forward," "back," "left," or "right" (the direction of spin on the ball). The player now needs to PM a flipper, speed, and spin and get them all right to continue on and gain points. Again, there are 24 hours to send in their choice.
The 11th hit earns a player 11 points, the 12th 12, the 13th 13, and so on...
Endgame:
After both players in round 1 have lost, round 2 begins. Once that is over, round 3 starts. After round 3, each player has gained a certain number of points. The points of each team are added up, and the team with the most points wins! The payouts are described in the next section.
Payouts:
The player with the most points on the winning team (not simply most points overall) is considered the winning player.
Now, in this game there is 210M yen in play, represented by medals held by each player. Each player is given 30 medals, each with his/her own name on it. Players may transfer medals throughout the game to any of the participating players. At the end of the game, each medal with the winning player's name on it can be turned in for 7M yen. However, each player may only cash in a maximum of 15 medals each, regardless of how many more winning medals s/he may have. It is up to the players to transfer appropriately. Otherwise, the unused medals will simply be discarded, and the money will be kept by the LGT.
Inactivity:
Any player who does not send in a piece of information needed for the round gets a penalty for his/her team. If a player in the current round is inactive, that person misses the ball and loses an extra ball. If a "flipper," "speed" person, or "spin" person is inactive, his/her respective vote matches up with the player's.
Any player inactive for a prolonged amount of time cannot win money even by having the most points on the winning team or by being given money by the winner. A team with all inactive players cannot win, regardless of however many points a player gained before going inactive.
Players:
Gambler #04 - 10k
Gambler #05 - Komatsu Tatsuya
Gambler #09 - Morte
Gambler #13 - Iain7