Rocks, Papers, Scissors, Auctions - Game over!

For completed/abandoned Mish Mash Games.
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Post Post #75 (ISO) » Thu Nov 17, 2022 8:00 pm

Post by Farren »

And that's time. Resolution coming up!
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Post Post #76 (ISO) » Thu Nov 17, 2022 8:03 pm

Post by Farren »

Here's what everyone bid:

NameBidLot
Charles510(no bid)
Nancy Drew 397 papersA


Results:

Charles510 fails to bid; Nancy Drew 39 pays 7 papers and claims her second win.
Whoever wins the next auction wins the game.

NameWinsRocksPapersScissors
Charles510
2
10
6
10
Nancy Drew 39
2
11
13
22


Finals - Round 5

LotWins
A1


Please submit your bids via PM to me.

Reminder: if the players tie this match, we'll do one more tiebreak round - with each player getting +1 rock, +1 paper, and +1 scissors.

Time left to bid:
(expired on 2022-11-19 23:00:00) remaining to submit a bid. Submitted bids can be changed up until 30 minutes before deadline.
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Post Post #77 (ISO) » Sat Nov 19, 2022 7:46 am

Post by Charles510 »

Bump
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Post Post #78 (ISO) » Sat Nov 19, 2022 1:01 pm

Post by Charles510 »

{redacted by player request - Farren}
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Post Post #79 (ISO) » Sat Nov 19, 2022 7:30 pm

Post by Farren »

Bids are in. Resolution coming up!
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Post Post #80 (ISO) » Sat Nov 19, 2022 7:31 pm

Post by Farren »

Here's what everyone bid:

NameBidLot
Charles51010 rocksA
Nancy Drew 398 rocksA


Results:

10 is greater than 8; Charles510 pays 10 rocks and wins the final auction. Which means ...

Charles510 wins the game, 3-2.


GAME OVER
.

NameWinsRocksPapersScissors
Charles510
3
0
6
10
Nancy Drew 39
2
11
13
22
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Post Post #81 (ISO) » Sat Nov 19, 2022 7:34 pm

Post by Farren »

Thanks to everyone who signed up; I hope you had fun. :)

Feedback is welcome from anyone. I'll have some thoughts to post about the game as well at a later time.
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Post Post #82 (ISO) » Sat Nov 19, 2022 7:35 pm

Post by Charles510 »

Thank you Farren and Nancy and everyone who played!
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Post Post #83 (ISO) » Sat Nov 19, 2022 9:36 pm

Post by Aisa »

Nicely done Charles! Thank you Farren!

Coins felt underpowered compared to VPs but it’s not a big deal.
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Post Post #84 (ISO) » Sat Nov 19, 2022 11:07 pm

Post by Nancy Drew 39 »

I should have bid 11 or paper. Congrats Charles.

If this set is played again, I would recommend doing away with thie finals entirely, just eliminate one player not two and then have the game continue like it was from the beginning. I really enjoyed that part because it involved strategizing what lot you thought would give you the best options where as the finals were just based more on luck.
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Post Post #85 (ISO) » Sun Nov 20, 2022 1:04 am

Post by Charles510 »

my strategy: dice!
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Post Post #86 (ISO) » Sun Nov 20, 2022 7:53 am

Post by Farren »

One idea I was toying with was the inclusion of items, which could be (bought? bid on?) with coins.

I ultimately discarded it for the first run because it would have taken extra time to design them and I was worried that a) it would overcomplicate things and b) I would spend so much time working on them that I wouldn't get the game up and running. Might be something to re-evaluate for a second run.
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Post Post #87 (ISO) » Sun Nov 20, 2022 9:14 pm

Post by Nancy Drew 39 »

In post 86, Farren wrote:One idea I was toying with was the inclusion of items, which could be (bought? bid on?) with coins.

I ultimately discarded it for the first run because it would have taken extra time to design them and I was worried that a) it would overcomplicate things and b) I would spend so much time working on them that I wouldn't get the game up and running. Might be something to re-evaluate for a second run.
+1

Anything to make it more strategic. That’s why the early part was so fun but I absolutely did not enjoy the finals.
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Post Post #88 (ISO) » Tue Nov 22, 2022 2:37 pm

Post by Farren »

How was the length of the game, overall? Is five rounds between eliminations too many? not enough? just right?

How much should previous rounds matter for those who survive an elimination? Should scores be reset? (This becomes especially relevant if the finals are removed - one reason I did the finals the way I did was to solve the runaway leader problem.)

What sort of items should the game have, if any? Ideally ones that won't slow the game down. I've got some ideas ...

Should items be auctioned off? Sold in a separate store? Spend X coins to buy a mystery item?
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Post Post #89 (ISO) » Wed Nov 23, 2022 4:13 pm

Post by StrangerCoug »

I think the number of rounds between eliminations was fine.

I agree with Aisa as regards the power of VPs vs. coins. Coins didn't feel too much like they mattered to someone who was behind leading up to the finals.
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Post Post #90 (ISO) » Wed Nov 23, 2022 9:14 pm

Post by Nancy Drew 39 »

In post 88, Farren wrote:How was the length of the game, overall? Is five rounds between eliminations too many? not enough? just right?

How much should previous rounds matter for those who survive an elimination? Should scores be reset? (This becomes especially relevant if the finals are removed - one reason I did the finals the way I did was to solve the runaway leader problem.)

What sort of items should the game have, if any? Ideally ones that won't slow the game down. I've got some ideas ...

Should items be auctioned off? Sold in a separate store? Spend X coins to buy a mystery item?
I would also prefer extensions be used like they were in Splendor but only eliminate one slot at semi-finals and not 2 and continue with the three slots thing. That part was the most fun.
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We just need to tread carefully because if you slip up around her as scum she notices and will tear your spine out and slap you to death with it. (I'm slightly scared of Nancy)
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Post Post #91 (ISO) » Wed Nov 23, 2022 9:48 pm

Post by Farren »

Extensions were left out of this game as a precaution against time pressure on my end - my schedule has at least a chance of being more sporadic over the next couple of weeks, and I didn't want the game to last past today. We had six missed bids over fifteen rounds; adding an extra six days would have pushed the game past Thanksgiving and into the danger zone. So as it turned out, a necessary precaution.

Whether or not extensions make an appearance in future games will probably depend on what my schedule looks like at the time.

As far as the finals go, I can see the argument behind making it a three player final instead of a two player final. I think if I were to do that, I would also want to do a score reset in between eliminations.

Then it's just a question of making coins more interesting.
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Post Post #92 (ISO) » Mon Jan 02, 2023 7:28 pm

Post by Farren »

Let's give this another shot.

Game flow will now go: Four VP/Coin auctions, one shopping round + item auction, one VP/Coin auction, elimination. Elimination takes out the player(s) with the fewest VPs.
VPs then reset to 0.

Three loops of that total, with an aim to have three people left standing during the third and final loop. So with five players, it'd go 5 > 4 > 3; six players would go 6 > 5 > 3; seven would go 7 > 5 > 3, and so on.

The VP/Coin auctions will work the same way they did before, except that we won't be doubling the value of everything during the second loop.

Shopping:
- Players can buy more throws. There'll be one super-cheap ammo pack (limit 1 per customer), with more expensive options for people who want more than the minimum. Other than the super-cheap pack, no limits on how much you buy here. No more free ammo, other than at the very beginning.
- Players can also bid coins to try and take home a limited selection of items. These'll work more like the other auctions, except that you'll be bidding coins. (Can't bid on more than one; only one winner.)
- I'll put the items in a separate post, but one I'll call attention to now - the MacGuffins. There'll be one available during each loop; if one person wins all three, they just flat out win the game (and everyone else loses). They'll also help break ties during elimination rounds.

Eliminations:
- If there's a pre-ordained conclusion to an elimination, it'll happen early; no more walking dead players. Lot elimination and VP reset will happen a round early.
- If there's a tie that isn't broken by MacGuffins for eliminations, then we'll delay the elimination one round. Lot elimination will be delayed; VP reset will *not* be delayed Only people that were in danger as of the deadline can be eliminated.

Extensions / Timers:
- My schedule's a bit more flexible this time around. So I will allow extensions. HOWEVER:
- I would
really
like to see fewer moves submitted at the last minute. SO:
- Timers will be 47.5 hours, and will start at a set time of day. The last 30 minutes of the window I'll use for processing.
- Everyone gets one extension. If you don't submit a move in time and have an extension left, I'll add 24 hours to the clock. If multiple people do so, they'll all spend an extension (which will only add 24 hours to the clock).
- If you submit five moves in a row
within the first 24 hours of the timer
, I'll add one extension to your total.
- No turn may last more than 72 hours. Only exception to this is site outages. If significant mod errors occur, I may extend the timer up to 72 hours (but not beyond).

Signups are open!
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Post Post #93 (ISO) » Mon Jan 02, 2023 10:23 pm

Post by Nancy Drew 39 »

Will the final round involve options of which stack you can choose because that’s what made the first part fun because it in involved strategy rather than just straight up guessing?

Oh and /in
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We just need to tread carefully because if you slip up around her as scum she notices and will tear your spine out and slap you to death with it. (I'm slightly scared of Nancy)
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Post Post #94 (ISO) » Tue Jan 03, 2023 5:54 am

Post by Farren »

There will always be (Players - 1) lots to choose from; the final loop will have three players bidding on two lots.

One possible exception: if the "walking dead" rule gets invoked during the finals, that could knock the player count down to two, which would result in the lots getting knocked down to one.

It would only be invoked during the final loop if the player in last place had no chance of getting out of last place; if the player in last still had a chance at second place, I would not invoke the rule.
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Post Post #95 (ISO) » Tue Jan 03, 2023 8:09 am

Post by Not Known 15 »

In post 94, Farren wrote:There will always be (Players - 1) lots to choose from; the final loop will have three players bidding on two lots.

One possible exception: if the "walking dead" rule gets invoked during the finals, that could knock the player count down to two, which would result in the lots getting knocked down to one.

It would only be invoked during the final loop if the player in last place had no chance of getting out of last place; if the player in last still had a chance at second place, I would not invoke the rule.
- If there's a pre-ordained conclusion to an elimination, it'll happen early; no more walking dead players. Lot elimination and VP reset will happen a round early.
Would that remove a player with 2 McGuffins before the last round of shopping?
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Post Post #96 (ISO) » Tue Jan 03, 2023 8:21 am

Post by Farren »

In post 95, Not Known 15 wrote:Would that remove a player with 2 McGuffins before the last round of shopping?
No. If there's any chance of changing the outcome, then the "walking dead" rule does not trigger.

The only way the "walking dead" rule triggers is if the player cannot change their outcome even if they were allowed to submit *everyone's* moves.
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Post Post #97 (ISO) » Tue Jan 03, 2023 8:28 am

Post by Charles510 »

/in
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Post Post #98 (ISO) » Tue Jan 03, 2023 8:56 am

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/in
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Post Post #99 (ISO) » Tue Jan 03, 2023 8:58 am

Post by Farren »

I think I see one tweak that might need to happen.

Sometimes a walking dead elimination might happen after the roll - say the last place player needs a 12 point roll to have a chance to catch up and none of the lots roll high enough. If this happens during the final auction, we will toss out whichever lot rolled a lower VP value, instead of tossing the last lot. That'll make it more likely for the final auction to be meaningful.
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