Inspired by the game of the same name from Liar Game. The changes made to the rules allow the game to be played much faster, and the addition of an element from Ultimate Survivor Kaiji's RPS gamble will affect player strategies.
- There are 6 players, and 6 rounds to the game.
- Players are divided into 2 teams of 3 at the start. Team 1 is The Northern Country, team 2 is The Southern Country.
- In each round, each team will be allowed to take 3 briefcases through customs, with the role of customs officer played by a player from the opposing country(players can be the carrier/officer multiple times within a single round). The carrier of each briefcase and the customs officer is determined in the previous round through a second-price auction within their team - i.e. each player makes a sealed bid for any of the briefcases/customs officer roles they are interested in, and the highest bid gets the job for that round for that slot, and that player has to pay the second highest bid for that slot(defaulting to 0 if nobody else bid on it). If nobody bids for a briefcase, it will be considered a no-show, and the associating smuggling chance will not happen.
- Each briefcase can hold 0-100 credits.
- The identity of the smugglers and officers will be announced before players send in their smuggling choices/guesses for that round.
- In all, a total of 6 smuggling attempts happen each round(3 from each team), barring no-shows.
- The customs officer gets to make one guess as to the number of credits in the briefcase that is being carried past them.
- If they guess 0, any money in the briefcase is credited into the associated accounts in Central Country.
- To guess 0 < X <= 100, they must have at least X/2 credits available in Central Country. If the briefcase is empty, or if the briefcase contains more than X credits, the customs officer must pay the smuggler X/2 credits in Central Country as an indemnity. If the briefcase contains non-zero <= X credits, the smuggler must surrender all the money in the briefcase to the customs officer, and it is directly credited to the customs officer's account in Central.
- At the start of the game, each player has 300 credits in their ATM in their own country, and has 100 credits in their Central Country account. The 100 credits is from a loan, which compounds at the end of every round at a rate of 26%.
- At any time, players may withdraw or deposit credits they have in hand from/to their own ATM. There is no limit on how many credits they can have in hand at any given time.
- Players can freely give credits they have in hand to each other. However, credits received in this manner will not be tied to you until they are first deposited into your ATM(after which they can be freely withdrawn).
- When played online, to send credits to another player, both sender and receiver must send the dealer a message with the amount being transferred, the sender's name and the recipient's name. If the sender is holding undeposited money they received from another player, they must specify which money they wish to send(the receiver will not be informed of the person the money is keyed to, and will only be told it's a separate money set).
- At the end of each round, players may spend their credits in Central on paying off as much of their loan as they wish to. This is not publicly announced.
- The team that has made the most money from smuggling + customs is considered the "winner". The smuggling + customs score will be published every round to help players keep track.
- At the end of the game, any money that has not been smuggled will be confiscated, and equally distributed among the players of the opposite team of the one who the money is keyed to. This money does not count towards the score.
- Any assets in Central at the end of the game will first be diverted towards paying off the loan. If this results in a player still being in debt at the end of the game, they automatically lose.
- After all debts are paid off, the members of the "winning" team who end in the black must pay half of their profits back to the dealer.
- At the end of the game, the players are ranked in order of their profits.
- Private communication is freely allowed, so conspire to your heart's content! However, when playing online, sharing screenshots of communications with the dealer is strictly forbidden, and will result in all your money being confiscated if it comes to light.
The rule about interest seems harsh, but if you do the math, you'll realize that assuming no early payments, at the end of the game, the amount to be returned is the same as in Liar Game(ok you have to pay 0.15 more). The interest rule allows players to score more! It also incentivizes players to not stall, to keep things moving along.
I ran the game with friends, and the result was that one team scored far more money, but much like in Liar Game, the winner was someone whose team "lost", but who scored the most money after factoring in the rule about returning half the winnings.
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