About spookymilk

I like baseball, acting and writing. I act and write because I cannot play baseball very well.

Championship Matches

I haven’t had Annette run the me/yickit April match. I thought Settlers would take way longer, so I held off, assuming we wouldn’t have another big game until May.

After that, nibbish has actually earned the May title match (he earned a ton of points while champion).

Now I need to figure out what to run for May as a big game. CdL is so loaded right now…sigh.

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Sheeple 2015 Begins

Have a spreadsheet.

Your first move is due tomorrow night at 9pm Central. If you have questions before then, well, ya better ask ’em.

Note that the following are Bret’s original rules, reworded to make sense in this context. There are also a couple of new rules this year. They’re in boldface.

——

The fourteen players are sheep, confined to a 15×15 grid. The shepherd is trying to catch thirteen of the sheep for some disgusting purpose. It’s best not to think about that too much – just concentrate on not getting caught, yes?

So, the shepherd- we’ll call him Todd Karner – has some work to do. In order to catch the sheep, he has to build fences in between spaces on the grid- say, between F3 and F4, or between A1 and B1. A sheep has to be confined to one square to be caught- Todd isn’t very fast, and he’s rather clumsy. Also, not very bright- Todd will only build the fences where the sheep tell him to!

Movement and rules-
– The sheep are placed on the grid. If players attempt to set up on the same space, the mod will randomly move one of them over to an open space (Note: this didn’t happen this year).
– The sheep can move in any direction (including diagonals), one space per turn. You can choose to sit still on any given turn.
– Each player must have Todd build one fence per turn- vertical or horizontal. When players send turns, it should have their move (or the announcement that they’re sitting still) and the build. Simply call out the build as “between A3 and A4,” or whatever.
-The outer edge of the grid is a fence. Duh.
– A fence can’t be built in a spot that is already fenced. Attempting to do so will confuse Todd, and he won’t build a fence for you that turn.
– If two or more players ask to build a fence in the same spot in the same turn, Todd will build it.
– If two players attempt to move to the same space or try to cross one another, neither will move. However, one player can take the place of another, if “another” heads off in another direction.
– Players cannot pass through fences diagonally. None of the four relevant walls can be fenced if a diagonal move is to be successful.
– Order of play is move, then build fences. However, each move and build will be a single “turn” in one email. Power-ups can be played as outlined below.

Powers-
There are twenty-four power-ups hidden on the grid. Their placement is random. The mod will keep power-ups secret. All power-ups are one-time use.

Nine of each of these-
– “Wild Oats” – This allows a player to move two spaces in one turn. This year, they’re bankable and don’t have to be used on the very next turn. You can carry as many as you find, though only one can be used per turn.
– “FREEDOM!” – This allows a player to jump over a fence during their move phase whenever he or she wants to use it, but only if the fence does not completely encircle them.

Only three of these-
– “Shep the sheepdog”- These allow a player to push another player one spot in any direction (not through a fence, though). This nullifies the target’s intended move. Also can be used at any desired time.
– “Lean Mutton Morgan’s Special Friend” – If a player discovers Lean’s hiding spot on the grid, Lean will move his new pal to any spot on the grid. This can be played at the start of the turn, before any other actions, or immediately after the player moves and before fences are built. This one has a time limit: the player must use it in the number of turns equal to the number of players left when it’s found, not to exceed ten turns. It’s probably too powerful, but whatever.

Each person starts with two uses of this. Extras cannot not found on the board.
– “Sonar” – along with your move, you can elect to use Sonar. It can’t be used if you’re using other powers on that turn. If you use Sonar, I’ll announce to you where you can find the closest available power. I will NOT announce what that power is. If you’re within one space of three powers, that’s great – I’ll tell you about all three, since they’re all the same distance away. Note that walls will not matter. You may, in certain situations, detect a power that you can’t even reach. Be warned.

No powers are transferable.

Once a player is fenced into one square, they are captured and will make no further moves. This will probably grind to a halt when two players are left, but that’s a risk I’ll take.

CJ POINTS: I’ll figure that out soon.

This could take a while. I’ll take that risk. We’ll play on weekdays and skip weekends unless it looks brutal; if it goes long, and I think it could, we’ll figure out how to deal with it.

Cheers, Sheeple.

February Game: Sheeple

I should have had this up earlier, but here we are.  Sign up quick, y’hear? Rules are copied and pasted from last year.

————————————————————–

The twenty players are sheep, confined to a 15×15 grid. The shepherd is trying to catch nineteen of the sheep for some disgusting purpose. It’s best not to think about that too much – just concentrate on not getting caught, yes?

So, the shepherd- we’ll call him Todd Karner – has some work to do. In order to catch the sheep, he has to build fences in between spaces on the grid- say, between F3 and F4, or between A1 and B1. A sheep has to be confined to one square to be caught- Todd isn’t very fast, and he’s rather clumsy. Also, not very bright- Todd will only build the fences where the sheep tell him to!

Movement and rules-
– The sheep are placed on the grid. If players attempt to set up on the same space, the mod will randomly move one of them over to an open space (Note: this happened with Annette. Everyone else got their intended space).
– The sheep can move in any direction (including diagonals), one space per turn. You can choose to sit still on any given turn.
– Each player must have Todd build one fence per turn- vertical or horizontal. When players send turns, it should have their move (or the announcement that they’re sitting still) and the build. Simply call out the build as “between A3 and A4,” or whatever.
-The outer edge of the grid is a fence. Duh.
– A fence can’t be built in a spot that is already fenced. Attempting to do so will confuse Todd, and he won’t build a fence for you that turn.
– If two or more players ask to build a fence in the same spot in the same turn, Todd will build it.
– If two players attempt to move to the same space or try to cross one another, neither will move. However, one player can take the place of another, if “another” heads off in another direction.
– Players cannot pass through fences diagonally. None of the four relevant walls can be fenced if a diagonal move is to be successful.
– Order of play is move, then build fences. However, each move and build will be a single “turn” in one email. Power-ups can be played as outlined below.

Powers-
There are twenty-four power-ups hidden on the grid. Their placement is random. The mod will keep power-ups secret. All power-ups are one-time use.

Nine of each of these-
– “Wild Oats” – this power-up forces the player to move two spots their next turn, whether they want to or not. Moving back to their starting square is allowed.
– “FREEDOM!” – This allows a player to jump over a fence during their move phase whenever he or she wants to use it, but only if the fence does not completely encircle them.

Only three of these-
– “Shep the sheepdog”- These allow a player to push another player one spot in any direction (not through a fence, though). This nullifies the target’s intended move. Also can be used at any desired time.
– “Lean Mutton Morgan’s Special Friend” – If a player discovers Lean’s hiding spot on the grid, Lean will move his new pal to any spot on the grid.. This can be played at the start of the turn, before any other actions, or immediately after the player moves and before fences are built. This one has a time limit: the player must use it in the number of turns equal to the number of players left when it’s found, not to exceed ten turns. It’s probably too powerful, but whatever.

No powers are transferable.

Once a player is fenced into one square, they are captured and will make no further moves. This will probably grind to a halt when two players are left, but that’s a risk I’ll take.

POINTS: You get five points if you’re last place, and five additional for everyone you outlast. If you nonsub, you will be immediately chucked from the challenge and will get the same number of points as the previously eliminated person. If you go out at the same time as someone, you’ll split the difference, rounding up. So if two people go first together, instead of 5 and 10, each will get 8 points.

This could take a while. I’ll take that risk. We’ll play on weekdays and skip weekends unless it looks brutal; if it goes long, and I think it could, we’ll figure out how to deal with it.

Impressions Results

Here they are.

It would be sooooo much easier to follow this game if I did a play-by-play, but I was at work for a lot of it, so that didn’t happen. At any rate, Bret made a valiant comeback attempt but fell just short as Pete somehow continues to be our champion.

Stay tuned to the Royal Rumble to see who gets to lose to Pete next.

Title Match: Pete vs. Bret: Impressions

Pete’s attempt at a seventh title defense begins now! Stick with me, folks, because this one gets goofy.

Here’s a list of the thirty-one members of parliament, including ten likes and three dislikes for each. You both saw the original list of fifty things, which is what everyone worked from.

Pete and Bret’s job, as Prime Minister hopefuls, is to yank parliament in their favor. On each turn, the player will speak out in favor of one of the subjects on the list (they cannot be repeated). It’ll be a snake turn-based system, and Pete as champion will decide whether he wants to go first, or both second and third while surrendering the first pick.

If you speak out in a favor of something, then each person who likes it will be impressed and you’ll get a +1 for them. If only two to four people like the thing, they’ll be impressed by your courage and give you +2. In the rare case that only one person likes the thing, you’ll get +5.

If you get to +3 with a person, they are officially on your side and the rest of their likes and dislikes cease to matter.

However, there are penalties if you speak out in favor of something a person doesn’t like. If you’re currently the leader in a parliament member’s eyes, you’ll lose their favor and it’ll go back to neutral (zero). If that person is currently neutral or negative toward you, you lose them forever as they will automatically vote for the other person and their lists cease to matter.

On the spread you should be able to keep track of what’s what. Once one of you has a majority (sixteen voters), it’s over. This time may not come – I’m not sure. If we go through every item and it’s a draw, then voters will simply side for whichever person has their slight lead. If it’s still tied after all that, then the player who earned the vote of Speaker Aaron Presley (chosen randomly) will win.

Bret and Pete, it goes without saying that if you have questions, you should ask them before the turns affected.

Hopefully this won’t take forever, but obviously, it might. Try to get moves in when you can, guys, and maybe some night when a bunch of turns have been taken, we’ll meet and do it live.

Royal Rumble 2015: Ongoing Results

Here’s your spreadsheet. It should be easy enough to read, but short version is that the ones in boldface are still in the ring, and the others aren’t.

We’ve lost some stars and one of the near-winners last year already in the first three eliminations! Stay engaged, people.

A note on tiebreakers: if people have the same bid against them, then the tie will be broken as a result of who has more total points against them by multiple people (does this make sense? This English Christmas Ale is going to my head). If it’s still a tie we’ll go by who submitted first. In the case that everyone submits zero points, there will be a sudden death elimination and the first one to submit any points to eliminate will be successful. Don’t like it? Avoid it.

January Game: The Royal Rumble

This is different from before, so read on, Melissa.

Here’s what’s the same: There are thirty entrants who come in (ordered randomly) one after another, and at intervals I’ve pre-determined, someone (or more than one person) is eliminated. We go until all thirty have entered, and twenty-nine have been eliminated to leave just a single person in the ring (it’s a pro wrestling thing).

Here’s what’s different: previously, I had people vote at each interval who they wanted to eliminate. As such, a strong group could go the distance and eliminate basically everyone, as they did last year. This year, instead of using votes every time, you have a cache of 1000 points to use throughout the match, no matter when you enter. When it comes time to eliminate someone, everyone currently in the ring will use some of their points (whole integers only) to try to eliminate someone. The person who bids the most points will be successful with his or her elimination, although all spent points will be gone. I’ll keep track of this for you on a spreadsheet, and won’t ask you to keep track yourselves.

If you are in the ring for five eliminations that aren’t you, you’ll get a 100 energy point replenishment (not to exceed 1000 total). If you survive another five eliminations, this will happen again, and so on.

When we get to the final round, all people in the ring will get a 100 point replenishment, save for the ones who just got there and haven’t lost any points, obviously.

You are allowed to spend no points in a round if you believe yourself to be safe.

There will be several rounds where there’s more than one elimination. I’ll explain that when the time comes.

Email chatter is allowed and expected. Copy me in if you feel like it. I’ll email you when your name is called, so you can check out and ignore the game until you’re in it.

If you nonsub, and people will, you’ll be eliminated instead of the person who was supposed to be eliminated and all points spent will be kept in the pool (and not revealed).

Points:

Per elimination survived: 1
Per elimination caused: 5
Per winning the Royal Rumble: 50

So, who’s in?

If you’ve played more than a game or two, you’re probably in it. If you’re a CdLer and would probably be interested, you’re probably in it. If you don’t think you’re automatic, please email me now to put your name out there and I’ll see what I can do with the list.

I’ll be getting the list together now, and will randomly select the first people to enter. Then I’ll get to emailing those in the ring.

Happy Rumbling, CJ Faithful.

Here’s a spreadsheet so you can follow along.

December Championship Match: nibbish vs. MelissaD: Swifties

They wanted to do a Gilman. challenge, so here we are! This new list of fifteen Swifties was specially prepared by the man himself, so if you played Survivor XVI – and you did – then you know what to expect.

Ask me for the list sometime today, you two. Once I send it to you you’ll have forty minutes to get answers back to me. Yes, this is intentionally a very short timeframe. The person who gets more of the Swifties correct will be the winner! If there’s a draw, then the person who submitted in less time will be the winner. If this is still a draw, it goes to the champion.

If anyone else wants to play, they’re welcome to ask for the Swifties, but of course I expect you to keep the lists to yourself.