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Yoruichi-san

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Posts posted by Yoruichi-san

  1. who can conquer the world with aching calves?

    Uh...I played like a lot of DDR in college...on metal pads...on 'Random Endless' mode...so I have calves of steel :P

  2. Hands have been dealt. Virtual coin toss has determined that Kingofpain (Western army) will start the betting for the first hand. Please make your bet by adding it on the following, or checking:

    Table:

    Phil: 5

    Kingofpain: 5

  3. Stationary Roulette

    Rules:

    The 'roulette' consists of 4 pockets. One player will be randomly selected to be the dealer first. Each roulette round will consist of both players being dealer once.



    The dealer selects a 'pocket' to place their ball in by PMing the host a number from 1 to 4. Then the dealer makes a 'bet'.

    The dealer may bet on as many chips as they would like on as many of the four numbers as they would like. The other player must bet an equal or greater number of chips (if they do not have that many, they must go all in), and may only bet on at most two numbers. All bets will be placed in the battle thread. After both players place their bets, the 'winning' number will be revealed.

    If no players bet on the correct number, all the chips bet go to the Liar Game Official (the host).

    If one player bets on the correct number, all the chips bet go to that player.

    If both players bet on the correct number, all the chips bet are divided between them according to the ratio of the chip values of their bets on the correct number.

    The battle will continue for ten roulette rounds or until one player runs out of chips.

    Players:

    Eastern Army: BMAD

    vs.

    Western Army: Marksmanjay

    Virtual coin flip has determined BMAD (Eastern army) to be 'dealer' first. Please select your pocket. Thank you.

  4. 17 Card Poker

    Rules:

    The 'deck' consists of 4 Aces, 4 Kings, 4 Queens, 4 Jacks, and 1 Joker, which is a wildcard.



    Hand order is as follows: 5 of a Kind>Royal Flush>4 of a Kind>Full House>Straight>3 of a Kind>2 Pair>1 Pair

    The cards are 'shuffled' (randomized). One player will randomly be selected to go first in the first poker hand, and then it will alternate. 5 cards will be 'dealt' to each of the players in the team BTSC.

    Before each poker round, each player must 'put up' 5 chips as an ante. This goes to the winner of the hand, unless there is a 'no contest', in which case it goes to the dealer.

    The first player may check, in which case the other player bets first, or raise. If the second player also checks, then it is a 'no contest'. The second player may call (if the first player raised), raise, or fold. A fold is considered a 'no contest'.

    The players then may choose to 'discard' as many cards or as few as they would like, and the host will 'deal' more cards until their number of cards is back to 5. The number of cards each player discarded will be announced in the battle thread.

    Their will then be a second round of betting, the minimum starting bet will be the same as the first round of betting, the maximum is six times the ante (30 chips).

    After the second betting round, the cards will be revealed.

    The winner of each hand will gain all the chips bet (minus the ante if it was a fold). The battle will continue for ten hands or until one player runs out of chips.

    Players:

    Eastern Army: Phil1882

    vs.

    Western Army: Kingofpain

    Cards will be 'dealt' shortly. Thank you.

  5. 24 Shot Russian Roulette

    Rules:

    Each player has 3 bullets which they place in a 'gun' by PMing the host 3 integers from 1 to 24 which represent positions in the gun chamber. If the players choose a same position, they must choose new positions.

    The host will 'spin' the gun by randomly selecting a number from 1 to 24, and flip a coin (or equivalent) to select a player to go first.

    The player must either 'shoot' the gun at him/herself or choose to pass. The first player to pass must 'place' 1 chip on the 'table', the second pass will require 2 chips, the third pass will require 4, and this number continues to double until five passes have been made.

    After the fifth pass, the dealer (host) will take all the chips and 'shoot' the gun, then the gun will pass on to the next player in line and the 'pass' cost will be reset to 1 chip.

    If a player 'dies', they will give the opposing player 50 chips as well as whatever chips are 'on the table' from previous passes.

    The battle continues until all 6 rounds are shot or one player runs out of chips.

    Players:

    Eastern Army: Framm18

    vs.

    Western Army: Panther

    Please PM in your position selections.

  6. I hope Flamebirde is alright, but BMAD has graciously agreed to replace him :).

    Battle threads will be created as soon as all player choices are confirmed.

    Thank you for your patience.

  7. Lol...sorry, my mistake (compounded by a mild case of heat stroke and a painful internal sore on my foot...I should really stop doing 10 mile runs in the 85 degree heat and like 80% humidity ^_^)...it seemed that you were defending using the system, which I didn't think needed defending, unless you misunderstood my intent. I totally understand why Bb's model is a great one to use and I wasn't telling anyone not to use it for their games, but I do think that in the 'user-friendliness' of the model, it sacrifices some refinement. Having the engineering game theorist's soul that I do, I couldn't help (really O:)) analyzing it and trying to find places for improvement. To be honest, I don't expect anyone to actually use the 'Maxwell' version I am trying to come up it, since, well, as you can probably guess, it will be somewhat math-intense.

    But I do think my suggestion for passive skills makes a lot of sense, and is not difficult to implement ;).

    And I admit, I have a personal bias too...in my mafia player 'career' (or 'careers', I should say :ph34r:, *cough* *whistling*), the only games I lost as an innocent were the ones where I died the first Night/Day or that were probability based and we, like, lost 5 coin tosses in a row :lol:, so I tend to think the innocent 'strength' is under-estimated in general.

    Speaking of which, I have a crazy little piece in the works: 7 players, no factions, free for all, individual win conditions. Keep an eye out for it.

    Oh and if anyone wants to be a substitute in Liar Game, PM me :thumbsup: .

  8. Apologies for the delay, there is one player who has not yet made an appearance, so I am looking for a replacement (starting out with a default forfeit is not fun for anyone :(). If anyone is reading this and would like to take the spot, please PM me, first come first serve. Thank you.

  9. My to-do list:

    Buy milk.

    Pay credit card bills.

    Figure out more clever ways of killing people.

    Try out new 'recipe' for brownies *cough*.

    Finish novel.

    Finish the rest of the novels in the series.

    Finish the half dozen other series(es?)

    Figure out what the plural of 'series' is.

    Remember to post birthday wish on friend's Facebook profile...on time this year.

    Conquer the world.

    Find missing socks.

  10. So a while ago, a friend linked me to this website that showed the 'averaged' faces of different cultures, that is, a program took photos of a large number of people from a specific country and performed some averaging function over them, for several countries. I'm not sure about the specifics, but the interesting thing (to me) was that all of the faces would definitely be considered to be above average in 'beauty'.

    Which got me thinking: what is 'beauty'? It definitely seems to be something that is, like, 'greater than the sum of its parts', and it seems to apply to many fields, in differing ways.

    The 'beauty' of a sunset over the Grand Canyon is different than the beauty of a poem, which is different than the beauty of Monet's Waterlilies, which is again different than the beauty of, say, Henry Cavill *whistling*, which is different than the beauty of an elegant math proof.

    Yet, to me at least, the term 'beauty' seems to be apply equally well, and, more interestingly, seems somehow 'consistent' in being applied to all these very different things. Why is that? What exactly is beauty? Is it quantifiable? (I mean yes, it's "in the eye of the beholder" to some degree, but there does seem to be general consensus on the 'beauty' of many things) Is it something that is inherent, or that can be developed? Is it something that is merely a concept, or is it somehow tangible? Is it a weapon, a tool, a strength, or a weakness? What is it?

  11. Lol...I think you misunderstand me...I agree with everything you've said about it being easy to use, useful, and widely applicable, especially for new hosts (I said as much in my first post on the topic). I'm not trying to, like, 'put it down', or anything, like I said, I respect Bb greatly for creating it and I think it's a great model overall.

    And I absolutely agree about the Newtonian physics part, I was actually thinking about that analogy as well :lol:. But using the same analogy, I, in my infinite Mathgirl-ness, can't help trying to develop Maxwell's laws... ;)

    Araver, I sincerely apologize if you feel I was offending the system. That was not my intent...I admit, I tend be analytical rather than, like, 'tactful', although I did try to make clear my respect and support of the system as a general system (sorry I failed :(). One thing I learned the hard way about forum content: it doesn't show tone well...I write with an analytical tone much of the time, which can be wrongly read as an 'attacking tone' :/.

    I am a scientist by trade (and by DNA, apparently *whistling*) and I look at Bb's system as an empirical model that is useful and clever, and hence, like most scientists who look at empirical models that they like, try to find places it could be improved. Science is about collaboration, and scientists are always critiquing and trying to improve on others' works. I am truly sorry if this aspect of my personality can cause conflict or seem insulting to some :(.

    Again, I reiterate, I think Bb's Model is fantastic and I fully support using anyone's choice to use it as a tool to design games. Please don't mind my scientific/engineering curiosity if I try to build Maxwell's Mafia equations, tho ;).

  12. Thanks, nana, I hope you'll be around if I decide to do a sequel to When the Mafia Cry or try the utter insanity that would be Suzumafia ;)

    Having the 'bird's eye view', I know that the only role the mafia was guessing at before mass outing was Vommack, and had that incorrect (and hence would have ended up dying if they tried), so I disagree that the lynch switch would of been OP in the end without mass outing, since the mafia do not have a spy, and no innocent roles are announced when killed, not even Red Arrow. If the killing roles had not been killed off by Night 2, they could of easily taken out the lynch switch.

    Having thought about it a little bit, here are two preliminary suggestions for what I will henceforth refer to as Bb's Model ;). (Btw, I was present when he first created the model, and then, as well as now, I commend him on creating a great and easy to use system. It took a lot of effort, and he did an amazing job, and I have the utmost mafia-tist respect for him...it's a lot easy to critique than to create ;P)

    The simple suggestion:

    The mafia BTSC (x2) factor should not apply to passive skills. As I understand it, the (x2) is due to the ability of the mafia to powerplay and to avoid 'friendly-fire', neither of which applies to passive skills.

    For example, the mafia get (+6) for a player being invincible at Night, whereas the innocents only get (+3), which seems kind of backwards to me, since an innocent is generally more likely to get killed at Night then a mafia, and the innocents can fall victim to their own friendly-fire. In my mafia experience, I'd say at least 1/2 of innocents die at Night, whereas less than 1/3 of mafia do.

    Which brings me to my second, more complicated suggestion:

    Weigh each ability by a proportionality factor that represents the likelihood to actually be useful. Admittedly, this is pretty complex, since it involves both taking into account what other roles there are, what the general host rules are, and the proportion of the factions against each other, but that's exactly why I like it...it factors in all three of the issues I mentioned earlier.

    I don't think there's a simple formula for how to do this for all roles, but I think I would divide it into two parts, one for 'information potential' and the other for 'action potential'. For example, a killing role, in a game in which kills are not blocking and there are no invincible roles that are outed if attacked, is pretty much all 'action potential', and the proportionality factor is would probably be equal to the (probability of killing a mafia)-(probability of killing an innocent) or some such. A straight spy probably has the most straightforward proportionality factor, since it's pure 'information potential', but if there are roles that can 'disguise' themselves or others, then that would have to be factored in. A block is both info and action potential, more or less so info depending on whether the hosts show blocks in the Posts, and what other actions are shown in the Posts.

    As for general host rules, it's a lot more complicated for complicated setups. For example, this little piece of insanity I dug up from my mad mafia-tist days:

    The Suzumafia: During the first Night, must choose who to kill for each of 13 Nights.

    The Schizo: Aims to be an useful member of the Suzumafia, but is paralyzed by his own paranoia. Every Night, chooses a person to kill, but will not be able to carry through unless he is under the protection of the Doctor.

    The Copycat: Each Night, chooses a player, and if she can correctly identify the role of the player, she gets to copy and use the player's ability for the Night. May not copy the same player two Nights in a row.

    The DITE: A humanoid interface that can control her own surroundings. Each Night she may choose a player and any actions targeted at her will be redirected at that player.


    The (More-or-less) Innocents:

    The Bad Dog: A quick learner, he quickly mastered all the tricks his owner taught him...but he also learned that how to pretend not to. After all, why would he want to perform tricks on command to entertain the silly shallow humans? May choose to use one of his tricks each Night. May not use the same trick two Nights in a row.

    Sit: Choose a player, sits on that player. That player cannot act for the Night.

    Roll Over: Any action targeted on him rolls right off. If targeted by an information role, it is reflected back at the player.

    Fetch: Chooses a player to fetch to safety for the Night.

    Shake Hands: Chooses a player, and his identity is revealed to that player.

    Play Dead: Any Night, but only once, may choose to pretend to be dead, until he chooses to stop the play-acting. While he is playing dead, he may not act or post on the thread, and has no vote. Also cannot be acted on. Once he posts, the play-acting is over.

    The Doctor: May choose to protect any person from death. May not protect the same person two Nights in a row. The first time is free. The second time the Doctor protects a player, he learns that player's identity.

    The Time Bunny: Travels through time on a killing spree while dressed in a bunny suit. On the first Night, choose a player to kill each Prime Night from 2-13. When the Night occurs in-game, may choose to call off the kill "at the last moment". Cannot call off the kill if she is dead.

    The Emo: Travels through time stopping others from acting. On the first Night, chooses players to visit each even Night and make a scene in front of so that that player cannot act.

    The Doppler Shift: Each Night, may choose a player whose action will be shifted one Night into the future.

    The Channeler: Each Night, may choose to redirect the action of one player onto another player.

    The Esper: Has the power to explore Closed Spaces. Each Night, chooses a player to find out the role identity of.





    The Night Posts will be in random, non-chronological order. They will also be incomplete unless the Night in question has already occurred in-game. Incomplete Posts will show who the Suzumafia are attacking, who the Time Bunny is attacking, and who the Emo blocks. Results and secondary actions that effect the results will not be shown in Incomplete Posts (i.e. saves or if the TB calls off the kill or redirects/blocks/delays). After the Night occurs in-game, the Incomplete Post will be filled in.

    The roles of Suzumafia aren't that complicated, but the general set-up has a huge effect on everything, especially game balance.

    (Okay, rereading it, I really want to host it now lol...time traveling paradoxes aside...*whistling*)

    Edit: Actually, this is kind of fun, if I have time between puzzle and game projects (and, oh yeah, that annoying thing called "real life" :rolleyes:), I might work on the Mathgirl Formula ;P)

  13. Round 5 Rules:

    A. Vanguard Battle

    Each player has 3 bullets which they place in a 'gun' by PMing the host 3 integers from 1 to 24 which represent positions in the gun chamber. If the players choose a same position, they must choose new positions.

    The host will 'spin' the gun by randomly selecting a number from 1 to 24, and flip a coin (or equivalent) to select a player to go first.

    The player must either 'shoot' the gun at him/herself or choose to pass. The first player to pass must 'place' 1 chip on the 'table', the second pass will require 2 chips, the third pass will require 4, and this number continues to double until five passes have been made.

    After the fifth pass, the dealer (host) will take all the chips and 'shoot' the gun, then the gun will pass on to the next player in line and the 'pass' cost will be reset to 1 chip.

    If a player 'dies', they will give the opposing player 50 chips as well as whatever chips are 'on the table' from previous passes.

    The battle continues until all 6 rounds are shot or one player runs out of chips.

    B. Centerfield Battle

    The 'deck' consists of 4 Aces, 4 Kings, 4 Queens, 4 Jacks, and 1 Joker, which is a wildcard.

    Hand order is as follows: 5 of a Kind>Royal Flush>4 of a Kind>Full House>Straight>3 of a Kind>2 Pair>1 Pair

    The cards are 'shuffled' (randomized). One player will randomly be selected to go first in the first poker hand, and then it will alternate. 5 cards will be 'dealt' to each of the players in the team BTSC.

    Before each poker round, each player must 'put up' 5 chips as an ante. This goes to the winner of the hand, unless there is a 'no contest', in which case it goes to the dealer.

    The first player may check, in which case the other player bets first, or raise. If the second player also checks, then it is a 'no contest'. The second player may call (if the first player raised), raise, or fold. A fold is considered a 'no contest'.

    The players then may choose to 'discard' as many cards or as few as they would like, and the host will 'deal' more cards until their number of cards is back to 5. The number of cards each player discarded will be announced in the battle thread.

    Their will then be a second round of betting, the minimum starting bet will be the same as the first round of betting, the maximum is six times the ante (30 chips).

    After the second betting round, the cards will be revealed.

    The winner of each hand will gain all the chips bet (minus the ante if it was a fold). The battle will continue for ten hands or until one player runs out of chips.

    C. General Battle

    The 'roulette' consists of 4 pockets. One player will be randomly selected to be the dealer first. Each roulette round will consist of both players being dealer once.

    The dealer selects a 'pocket' to place their ball in by PMing the host a number from 1 to 4. Then the dealer makes a 'bet'.

    The dealer may bet on as many chips as they would like on as many of the four numbers as they would like. The other player must bet an equal or greater number of chips (if they do not have that many, they must go all in), and may only bet on at most two numbers. All bets will be placed in the battle thread. After both players place their bets, the 'winning' number will be revealed.

    If no players bet on the correct number, all the chips bet go to the Liar Game Official (the host).

    If one player bets on the correct number, all the chips bet go to that player.

    If both players bet on the correct number, all the chips bet are divided between them according to the ratio of the chip values of their bets on the correct number.

    The battle will continue for ten roulette rounds or until one player runs out of chips.

    Teams must choose one player for each battle. Each player has been loaned 150 one million BD$ chips. Separate threads for each battle will be created to avoid confusion. You are free to discuss with your teammates in the team BTSC, and you may PM other players (CC me), but only the chosen player for each battle may play in the battle, i.e. post in the battle thread. As forewarned, if it is your turn and you do not respond within 24 hours, you will forfeit the battle and the 150mil BD$ at stake for that battle.

    Battle threads will be created after players for each battle have been chosen. As always, feel free to ask questions at any time. Thank you.

  14. The intrepid agent Flamebirde summoned a hammer and chisel and prepared to strike...

    "Wait!" shrieked Janine in his head. "The sparks created by metal on metal contact could trigger the explosion!"

    Wincing, Agent Flamebirde let the hammer and chisel go and willed up a rope. He wanted to latch it in to the keyhole, but alas, there was no method for the rope to latch on, and, not having specialized training, he could throw a rope 300 meters in the air into a small, key-sized hole.

    The Agents would have to get more creative...

  15. If they are anagrams I'm not sure what Dewey makes other than Weedy. And the last three words are perplexing as well.

    Something about going to the shore and looking under a stone for a sign perhaps?

    ...is indigenous

    That's why I thought the answer was 'moss' (weedy, shore, indigenous, stone) , but I guess not...

    ...seaweed or kelp, maybe?

  16. Thanks Phil, you know you can't keep a good demon cat down ;P

    I'm pretty much going to copy the rules from the manga, since the 'winning strategies' they used mostly relied on, like, borderline cheating and physical stuff, which should not be an issue here, so the round will start very soon after the last spot is filled :).

  17. I'm with Shadow, I don't think the calculation is quite accurate. I think Bb's system is a great guideline for beginner hosts, but I don't think it accurately represents all the factors that go into mafia game balance.

    Some of the major things I think are not completely represented:

    1) Interaction factors (I believe this is the statistical term), i.e. the interplay between certain roles that makes them stronger or weaker in the presence of certain other roles than they would be alone. The kind of 'mafia game balance is more (or less) than the sum of its parts' thing.

    2) Hosting styles/rules. Different hosts have different opinions about what goes into Posts, what takes precedence over what, etc, and this often affects the 'strength' of some roles/role combinations.

    3) The Law of sheer numbers. As far as I can tell, the system doesn't give any weight to numbers (in terms of # of players), but many mafias come down to voting in the end, which is very much about the numbers. I.e. a game with 3 mafia and 6 'active' innocent roles would have the same calculation as if the game had 3 mafia, 6 'active' roles, and 10 "vanilla" villagers, but I think everyone would agree that the latter is far more in favor of the innocents ;). Also, generally a player with two different abilities is not as strong as 2 players each with one of those abilities, due to the possibility of blocks/redirect/manipulate as well as voting.

    Just to point out a few places these factors come into play:

    The fact that kills are not blocking in my hosting style is usually an advantage for the side that does less killing and has more members killed, so in this case, the innocents.

    The fact that there is no innocent redirect and the mafia one is shown allows the information roles to be more confident in their information. Additionally, in a game with more information roles, this has more of an effect, in a game with less, this has less. MikeD (Artemis) could trust Vommack's info on Aaryan (unless Vommack himself was mafia/indie and playing something sneaky, of course ;)) b/c he knew he was not redirected.

    The Independent role is a lot stronger than the calculations would suggest, for many reasons, some of the main ones being:

    -The small size of the game, due to the Law of sheer numbers, as well as the ability to narrow down roles faster. Also, the small size allows the indie manipulate to control a larger proportion of the game earlier, and it's a lot more about proportion than number of players controlled.

    -The fact that the target does not know they are manipulated, no one does except the indie (and me, of course ;P), and my vague style of information reporting, i.e. "Your target is Miss Martian" rather than "Vommack is Miss Martian."

    -The ability to control the mafia NK and a lynch swap or a lynch save, effectively making themselves invincible once they had enough info. Combine this with the aforementioned effects of a small size game, and I think its pretty apparent that the indie is a lot more powerful than Bb's system might think (speaking of which, I had a huge speech prepared about underestimating Lex Luthor, in terms of the mythology as well as the game...damb...soooo close, lol ;P)

    Maybe the innocents were slightly under-powered, I'm not sure, but the mafia was ridiculously lucky in terms of killing off the block and both killing roles by Night 2. The numbers in this game were 7 to 3 mafia, a greater than 2:1 ratio, and the indie role did not have an inherent kill, and was designed to be best played waiting and gathering info (as Shadow did so well B)) ), rather than to start randomly trying to fish for killing roles, so I do not think the balance was too much off. If I did a repeat, I might give Artemis the choice of blocking/redirecting as well as the original RD, but everything else I'd leave pretty much as is.

    I think it might be fun to play with Bb's system and add some variables to compensate for some of these factors, but overall I like the 'holistic' approach...I feel comfortable enough with my mafia experience, my game theoretical knowledge/intuition, and my general competence that if my over-analytic 'gut' tells me differently than what the basic calculation does, I would lay odds on myself ;P.

    Edit: Thank you all for the feedback though...as much as I am loath to admit it, I do get a 'spring in my step' from knowing ppl enjoyed my games ^_^

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