Around the world, billions of people are on their computer each and every day.
Millions of them are on forums, talking, debating, asking, learning.
Thousands are on Shoryuken.
And of those thousands, sixteen were chosen.
Sumazndude was first. He was doing his monthly check of the thread, making sure it wasn’t Day 3, when he vanished out of his chair.
He reappeared in a clearing, in a world that looked just a bit off. After a few minutes of looking around, he found Blindknagg and the Aussies wandering around.
“Oh, hey SAD, any idea where we are?” Blindknagg asked.
Before he could answer, another figure appeared. But there was something a bit odd about this one, something just innately wrong.
JasonC walked up. “Why are my ears so pointy? Be real with me guys, do they look as stupid as I think they do?”
“Immensely” AlphaCommando replied.
“So…is this like mafia? Or arena? Or what?” Synonym asked.
“The fuck is mafia?” wne asked.
“If anything it looks more like Survivor” Sumazndude responded.
“Guys, what the fuck is mafia?” wne asked again.
“Maybe we were abducted by aliens, and this is all a hallucination induced by an alien truth serum and you guys are all figments of my imagination!”
“I said…” wne spread his wings to their fullest “The FUCK is mafia? Oh shit, I have wings!”
orochizoolander popped into existence beside him, shouting “Lynch Pistol Shrimp!”
By that time, everyone else had appeared, and were all equally curious about their situation.
“Wait a minute, let’s all calm down. There has to be a reason that we were all transported here. What was everyone doing immediately before this happened?” Synonym said.
“I was checking SRK” Skizzz noted.
Every person in the small crowd nodded in agreement. They understood now.
“This is Mr. Wizard’s fault!”
“Yeah! We should impeach him!”
“That’s not even how that works. Regardless, I don’t think that’s quite the problem here. Some of us have been changed” Bious bared his teeth “…in ways that really shouldn’t be possible”
It was then that a voice rang out from the sky.
“Ahem. I am the GM of this world and I can explain everything that has happened to you”
“Oh not this stupid ‘voice from the sky’ shit again” AlphaCommando raged.
“Fine, I’ll cut to the chase. Four races, but only one race can win. You win by having lots of people, lots of land, or lots of Race Pieces”
“The fuck are Race Piec-” wne was cut off by a glowing chess piece appearing in front of him. “Oh, those Race Pieces”
“Race Pieces are given to representative of a Race, it gives them the authority to wager on that Race’s behalf”
“Expanding your territory, increasing your population, or gaining additional Race Pieces is only possible by wagering it against other Races in games”
“Now, let the games begin!”
wne immediately spoke up. “By the power vested in me by this Race Piece, the Flugel kingdom shall now be known as Filthy Casuals!”
Aidebit groaned. “Are you serious?”
wne stared at him.
Flugel - Green
Warbeast - Red
Human - Purple
Elf - Blue
Walkthrough of Challenge:[details=Spoiler]
Race Representative officially challenges another Race Representative
Challenged Race decides which game to play
Challenger Race declares wager
Challenged Race declares wager
- If both Races are in agreement on the wagers, the game begins. If not, the game will be postponed until both Races reach an agreement or one Race denies the challenge[/details]
Forfeiting a game is allowed at any point, and there is no penalty for doing so aside from losing the game.
Any of the rules denoted with an asterisk (*) can be modified by the challenged player, the one who decides the game, before the game starts.
Game List & Game Rules:[details=Spoiler]
(Note: all card games use 1 deck and there are no shuffles in between hands)
Both players start the game with 5* cards in their hands. Starting with the challenged player, players will take turns asking the other if they have in his/her hand a particular number card. This query may only be made if the asker has that number in their hand. If the asked player has that number in their hand, they must give all copies of that number card to the asker. The asker may go again if the above happens.* If the asked player does not have that number card in their hand they will say “Go Fish.” In that situation, the asker will draw a card from the deck. Then it is the other player’s turn. When a player has a pair*, they must set those cards aside and face up. It will be announced once this happens. The game is over when a player has 5 pairs.*
Both players start with 5* cards in their hands. The deck is put out in the middle (the number of cards left in the deck will remain public), and the top card will be flipped up into the discard pile. Starting with the challenged player, each player in turn must either play a legal card face up on top of the discard pile, or draw a card from the deck.
The following plays are legal:
If the top card of the discard pile is not an 8, you may play any card which matches the number or suit of the previous card. (ex: If the top card was the king of hears, you could play any king or any heart).
An 8 may be played on any card, and the player of the 8 must call a suit.
[*]If an 8 is on top of the pile, you must either play another 8 or any card of the suit nominated by the person who played the 8.
You may only draw if you are unable to play, and if you can play you must play.* The card draw may be played immediately if it is a legal play.* There is no rule that says you ust alert the other player when you have 1 card left.* The game is over when a player gets rid of all of the cards in their hand. That player wins.
The challenged player controls the white pieces and goes first. The challenger controls the black pieces.
The pieces can move in the following ways:
A pawn can move 1 space forward provided that space is not occupied.
If there is an enemy piece diagonally in front of a pawn, the pawn can take that piece, moving to the square that piece once was.
If this is the first time a pawn has moved this game, the pawn may move forward 2 spaces instead of 1.
The king moves exactly 1 square horizontally, vertically, or diagonally.
A special move known as castling is allowed only once per player per game. (see below)
The queen moves any number of vacant squares horizontally, vertically, or diagonally.
A rook moves any number of vacant squares in a horizontal or vertical direction.
Also moved by castling.
A bishop can move any number of vacant squares in a diagonal direction.
The knight moves in a L shape. In other words:
The knight can move 1 square horizontally and 2 squares vertically OR
2 squares horizontally and 1 square vertically.
With all other pieces but the pawn, a piece can take any piece at the end of its movement path.
Castling is allowed in this game. The king and the rook must not have moved for castling to work. There also must be no pieces in between the rook and the king. During your turn, you may put the rook 2 spaces away from the corner and the king 1 space away from the corner. Play continues until a king is checkmated, a player resigns, or a draw is declared. A king is in checkmate if the other player has set up their pieces so that any move the king can make will kill it. Making a move is required and skipping is not a valid option.* There is no time limit in this version of chess.
The challenged player controls the dark pieces and the challenger controls the light pieces. Dark pieces move first. The game begins with each player having 2 diagonal pieces in the center of the board. (rows 4 and 5, columns d and e)
Pieces must be placed in such a position that there exists at least on straight (horizontal, vertical, or diagonal) occupied line between the new piece and another piece of the same color with one more more touching opposing piece between them. In other words, a valid move is one where at least one piece is reversed. After placing a piece, that player captures all opposing pieces lying on a straight line between the new piece and any other of their pieces. Captured pieces become the color of the player who took them. It is then the other player’s turn. If a player cannot move, play passes back to the other player.
The game ends when neither player can legally place a piece in any of the remaining squares.* The player with the most pieces at the end of the game wins.*
Each player is given 20* chips to bet with. Each player places their bet before any cards are dealt, and the bet can be any size. After taking the bets, the dealer (the GM) will deal 2 cards to each player, himself included. All will be dealt faceup, except for the dealer’s first card. The goal of the game is to get a combined card total of 21. If a player goes over that number they bust, meaning they lose. Aces can count as either 11 or 1, and all face cards count as 10. If a player begins the game with an Ace and a face card they immediately win BlackJack, and receive 2.5X their initial bet.
After all the cards are dealt, the dealer asks each player if they’d like to “Hit” and receive another card, or “Stay” and keep all their current cards. Once all the players have finalized their cards, the dealer reveals his face down card. The dealer must hit if his total is 16 or less, and must stay if his total is higher than that. If the dealer goes over 21 then all players who have not busted win, regardless of their card total, and receive double their bet.
After 7* rounds the player with the most chips wins.
Each player is given 20* chips to bet with. The challenged player will deal first, with the position alternating every hand.
The goal of the game is to create the best hand of 5 cards. To begin, both players must bet 1 chip as an ante. Then each is dealt 5* cards. After receiving his cards, the player who is not dealing can trash up to 3* cards and draw that many replacements from the deck. Once that player has, the dealer can trash up to 3* cards and draw that many replacements from the deck. At this point the two players bet, starting with the non-dealer.
Four of a Kind
Three of a Kind
If two players have the same ranked hand, whichever player has the higher hand wins. For example, both players have a Two Pair. Player 1 has a pair of Jacks and a pair of Queens. Player 2 has a pair of Aces and a pair of Queens. Player 2 would win because the Ace is individually ranked higher than the Jack. Aces are treated as the highest card, followed by Kings, Queens, Jacks, and then the numerical cards.
The game ends when one player runs out of chips to bet and loses*
Texas Hold 'Em:
Each player is given 20* chips to bet with. The challenged player will deal first, with the position alternating every hand.
The goal of the game is to create the best hand of 5 cards, using either the individual hands or the cards on the table. To begin, both players must bet 1 chip as an ante. Then each is dealt 2* cards face down. After receiving their cards, the player who was dealt to can begin betting. Once betting ends, one card is discarded from the deck and then 3* cards are dealt onto the table face up, known as the flop. Another round of betting begins, and once it ends one card is discarded from the deck and 1* card is dealt onto the table face up, this is the turn. A third round of betting, and then one card is discarded from the deck and 1* card is dealt face up onto the table, called the river. After a final round of betting, both players reveal their hands and whichever player has the higher hand wins.
Four of a Kind
Three of a Kind
If two players have the same ranked hand, whichever player has the higher hand wins. For example, both players have a Two Pair. Player 1 has a pair of Jacks and a pair of Queens. Player 2 has a pair of Aces and a pair of Queens. Player 2 would win because the Ace is individually ranked higher than the Jack. Aces are treated as the highest card, followed by Kings, Queens, Jacks, and then the numerical cards. The game ends when one player runs out of chips to bet and loses.*
The game board is comprised of 25* dots arranged in rows of 5* each. The goal of the game is to create as many squares as possible by adding horizontal or vertical lines one at a time to connect the dots. If a player creates a square that player may move again. The challenged player makes the first move. The game ends when there are no remaining moves. At that time the player who had more squares wins.*
Rock Paper Scissors:
If you seriously have any questions feel free to ask, but it’s just Rock Paper Scissors. Played on a forum.[/details]
Victory by population – A race will win if they control 75% of the total population. (12/16 players)
Victory by race piece – A race will win if they control 75% of the race pieces. (¾ pieces) Note: completely overtaking a race’s people and territory does not mean that you will get the race piece. A representative in this situation can still gamble their race piece, but the territory and people will still remain under their rightful “rulers”.
Victory by territory – A race will win if they control 60% of the world’s territories. (14/23 territories)
Rules of NFGNL:
[details=Spoiler]Basic Forum Game Rules
Editing is completely allowed.
PMs between players ARE NOT allowed unless you are placed into a PM by either ForgeDigger or RadicalFuzz. If a player adds you into a PM please report it to either of us.
“Metagame” bets, such as offering to delete your Shoryuken account if condition X happens, are not allowed.
How the Game Works
In this game, there are 4 races, each with their own nations and rulers: Human, Elf, Warbeast, & Flugel. 16 players will be divided evenly into these races, and one person from each race will be the representative of that race. Each nation will also be given a set number of territories that is under their rule, as well as a race piece that represents their nation as a whole (or, in other words, everything that nation stands for: its people and its land).
The goal of the game is to achieve world supremacy. There are several ways to do this. A victory can be achieved in 3 ways: by population, by race piece, and by territory.
How would you achieve these goals, you may ask? That’s where the fun part comes in. Each representative will gamble their race’s possessions in pursuit of getting something in return. They will do this by challenging other races to one of any of the games listed in the Game List, which will be revealed at the start of the game. These games will be monitored and administered by the GMs (@ForgeDigger and @RadicalFuzz) and will be updated in the game thread.
The game is over once either a race achieves a victory, or the game times out and the GMs win. The game will time out after a challenge has not be submitted for 24 hours.
Games and Wagers
Wagers: The challenger will announce that they wish to challenge a particular person.
The challenged then decides a game and a wager.
The challenger then decides what they would like to wager.
If the challenged doesn’t like that wager, the GMs will intervene and facilitate the terms in a one-for-one fashion. In other words, X territories/people will be bet X territories/people on the other side.
Denies: If a challenged race doesn’t wish to play a game, they may deny the challenger entirely and the game is off. This may only be done when the wager is made and can be done any number of times.
Games: In addition to a list of games to choose from, each race has a signature game which only they can pick. These will remain secret until chosen.
Note: Most games will be played via screencaps in PMs. For example, we would create a picture of a fully stocked Chess board and modify it for every move.
If a player is wagered and is transferred to another country, they will leave any PMs they were previously in and will then be allowed to join in their new ruler’s PM.
There are 23 territories in total. Each race’s nation is represented by a color.
Representatives are free to name not only their kingdom, but also their individual territories at the start of the game. This will simplify the betting process by, for example, turning “I bet you my eastern-most territory” into “I bet you my Bonerland.”
Names of territories can be changed once they’ve shifted control.
Territories with stock names (ex: Human Territory I) can be renamed at any point in the game.
There are 4 races in this game: Humans, Elves, Warbeasts, and Flugels. Humans possess no aptitude for magic whatsoever, Warbeasts have incredible strength, Flugels are angels of war, and the Elves are the most magically adept. Each race has dominion over a nation, which will include 4 people and 6 (or 5) territories. Additionally, one person from each nation will be an emissary which will make all decisions for that race, including but not limited to: what (or who) will be wagered, what game will be played, what to name their kingdom and territories, and so on. The representative will be chosen randomly at the beginning of the game, but can be changed by unanimous vote at any point.
Each race will also have a “race piece” that will represent their nation as a whole, which includes all territory and people under their control.
Each nation has completely unrestricted rights to communication within itself, so long as that communication is monitored by the GMs. This also allows for a representative’s people to assist them in a game.
Winning the Game
There are 3 ways to win the game for your race:
[*]Victory by population – A race will win if they control 75% of the total population. (12/16 players)
[*]Victory by race piece – A race will win if they control 75% of the race pieces. (¾ pieces) Note: completely overtaking a race’s people and territory does not mean that you will get the race piece. A representative in this situation can still gamble their race piece, but the territory and people will still remain under their rightful “rulers”.
[*]Victory by territory – A race will win if they control 60% of the world’s territories. (14/23 territories)
Simply winning doesn’t end the game, however. The winning race will get the opportunity to challenge the GMs. The race has already won, however, so if they choose not to challenge the GMs the game will end normally. If the winning race chooses to challenge the GMs that race picks the game. Each member of the race is allowed to confer with their representative, as usual, and the game will be run by a third party, either from a losing race or outside the game entirely. If the GMs win the game, the forum game ends. If the race wins, the representative of that race is given the title of “One True GM.”
When does the game end?
The game is over once either a race achieves a victory, or the game times out and the GMs win.
The game will time out after a challenge has not been accepted for 48 hours while not all races are currently participating in a game.
Disqualification for Inactivity
Additionally, race leaders can be disqualified for inactivity. These players are subject to disqualification if they do not take their turn or reply to a challenge in 72 hours.
Disqualified players will be replaced by the alternates. The new race leader will then be determined by vote of that race. This vote will last 24 hours and after that only the players who submitted votes will be counted. If no one votes, the leader will be randomized.
In the case that there are no alternates, the player will simply be removed from the game, and the same vote for a new leader will happen.[/details]
Player List & Allegiances:[details=Spoiler]
Synonym - Human Representative
Sumazndude - Human 1
Blindknagg - Human 2
AlphaCommando - Human 3
Tekno Virus - Elf Representative
orochizoolander - Elf 1
JasonC - Elf 2
Vynce - Elf 3
Bious - Warbeast Representative
Missing Person - Warbeast 1
Hecatom - Warbeast 2
Augustus - Warbeast 3
wne - Flugel Representative
Pimp Willy - Flugel 1
Skizzz - Flugel 2
Aidebit - Flugel 3[/details]