Post by Barbaro on Dec 3, 2011 2:50:09 GMT
Three ferry boats are heading to an unknown destination on the Pacific Ocean. Divided amongst the three boats are you and your opponents. You all departed from a desolate harbor about an hour ago and have yet to see any land, and are anxious to see where the third Revival Round will take place.
Slowly, the boats come to a stop in the middle of the ocean, with nothing in sight. TVs all over your ferry boat turn on, with your Dealer's face on them. "You've arrived at your destination! Welcome to the Siege Game!"
The Dealer holds up two titanium briefcases. "We will now be loaning you ¥100M divided equally in two briefcases with your name engraved on them. Therefore each briefcase holds ¥50M. At the end of the game, we will reclaim the ¥100M we have lent you."
SCENARIO AND OBJECTIVE
All of the boats are out of power and cannot move.
Your ¥100M have been divided into 2 titanium briefcases: ¥50M in one briefcase and ¥50M in the other briefcase. Both of your briefcases are on the other two boats. Your objective is to retrieve your briefcases from the boats utilizing liferafts which will let you move between boats.
THE BRIEFCASES
These briefcases are titanium, and have special locks on them. They cannot open by any means... but rest assured, there is ¥50M inside each one. Each briefcase has the name of its owner on them.
The briefcases are all piled up in the Storage of each boat. Briefcases in Storage are accessible by anyone.
THE THREAT
Complicating the situation further, however, are the bombs we have conveniently placed on each boat!
The bombs are set to explode in 10 hours. Every round is an "hour".
There is no way to disarm the bombs.
It is possible for the bombs to go off earlier than the 10 hour limit. Each boat has six highly sophisticated electronic fingerprint identification pads: three per opposing boat.
If all six of a boat's corresponding ID pads are each activated by different players in the same round, one of the bomb's lights will activate. Unless the above condition is met, the light will not activate and must be met again in the following round.
There are only three lights. When the third light activates, that will trigger the bomb on that boat and destroy it. If a boat explodes, any briefcases on board are destroyed. Any players on board are killed and lose the game. The game ends here.
It should go without saying that if the players do not detonate one of the bombs by the end of Hour 10, all of the boats will blow up and all players lose.
Each boat has been supplied with a communications system to allow free discussion with the other boats to ideally prevent such a catastrophe.
THE LIFERAFTS
Each boat has 2 Liferafts. Each Liferaft can fit one person in it, with only one briefcase. To get on a Liferaft, simply claim it first.
You use the Liferafts to travel to an opposing boat. Each Liferaft must go to a different boat. Therefore, the Red Boat cannot send two Liferafts to the Green Boat; it must send one Liferaft to the Green Boat and one to the Blue Boat.
Each boat MUST exchange Liferafts with a player from both opposing boats every hour. If a boat does not send a Liferaft to an opposing boat, no exchange is made. For example: if Blue Boat sends a player to the Red Boat, but the Red Boat didn't send anyone to the Blue Boat, the player going from Blue to Red is sent back to the Blue boat. This ensures there will always be the same amount of players on the boats at any point in the game.
Oh, and one other thing. If you do not try to send a Liferaft with a player on it, one of the lights on your boat's bomb will light up (courtesy of the LGT), making you that much closer to death.
However, because of there is a disparate amount of players on the boats. You may notice the Blue Boat only has 4 players while the Red and Green Boats have 5. Therefore:
Whichever boat has 4 players on it can choose to NOT send a player on one of the Liferafts without penalty, but they MUST send a player on the other liferaft.
When you reach a boat by Liferaft, the briefcase you are carrying will be placed in Storage automatically. If you take a briefcase from Storage but don't go on the Liferaft, it is put back in Storage. In other words, you are not allowed to hold a briefcase when you are on a Boat, only when you are on a Liferaft.
PRIORITY RANK
You may notice you each have a Priority Rank. 1 is highest priority (most stars), and 14 is lowest priority (least stars). If there was a tie for number of stars, it goes to the player who earned the most stars during Round 3.
We arranged you on the Boats in a 1-2-3 fashion. Priority Ranks can determine several things. Read on to find out.
THE CAPTAINS
Each Boat will be given a Captain. The player with the highest priority rank will decide who is Captain for their Boat (they may pick themselves).
Ever heard of "The Captain must go down with his ship?" The same rules apply here. The Captain is never allowed to leave his or her starting Boat.
However, the Captains are given a position of power. They may select one player to have seating priority in a Liferaft of their choosing for the upcoming hour, thus canceling anyone who wants the Liferaft. However, the player they select must actively take the seat; if not, whoever claimed that Liferaft first takes it. If no one claims the Liferaft, the Captain's order is executed and the player with seating priority is shoved on board.
If the Captain chooses to withhold their power in one round, they may use it for both Liferafts in the following round. Once the Captain uses it for both Liferafts, they reset to one Liferaft per round.
The Captain can also decide who gets priority if two or more players grab the same briefcase out of Storage in the same round: players with high priority or low priority. The Captain may change this ruling as he/she sees fit beginning with the upcoming round, so the rule is not permanent. The default for all boats is high priority wins.
ENDGAME
When a bomb detonates, the game ends. Players who are on a boat that explodes are killed and lose the game.
The contents of any unclaimed briefcases (those of deceased players) that survived the explosion are split between players who have both of their corresponding briefcases in their boat's Storage. Players who only have one or none get nothing; even if both of your briefcases survived, you must have both on the boat you ended the game in.
If no such players exist with both briefcases, then the LGT confiscates the unclaimed briefcases.
MISCELLANEOUS
Slowly, the boats come to a stop in the middle of the ocean, with nothing in sight. TVs all over your ferry boat turn on, with your Dealer's face on them. "You've arrived at your destination! Welcome to the Siege Game!"
The Dealer holds up two titanium briefcases. "We will now be loaning you ¥100M divided equally in two briefcases with your name engraved on them. Therefore each briefcase holds ¥50M. At the end of the game, we will reclaim the ¥100M we have lent you."
SCENARIO AND OBJECTIVE
All of the boats are out of power and cannot move.
Your ¥100M have been divided into 2 titanium briefcases: ¥50M in one briefcase and ¥50M in the other briefcase. Both of your briefcases are on the other two boats. Your objective is to retrieve your briefcases from the boats utilizing liferafts which will let you move between boats.
THE BRIEFCASES
These briefcases are titanium, and have special locks on them. They cannot open by any means... but rest assured, there is ¥50M inside each one. Each briefcase has the name of its owner on them.
The briefcases are all piled up in the Storage of each boat. Briefcases in Storage are accessible by anyone.
THE THREAT
Complicating the situation further, however, are the bombs we have conveniently placed on each boat!
The bombs are set to explode in 10 hours. Every round is an "hour".
There is no way to disarm the bombs.
It is possible for the bombs to go off earlier than the 10 hour limit. Each boat has six highly sophisticated electronic fingerprint identification pads: three per opposing boat.
Red Boat has 3 Green and 3 Blue pads.
Green Boat has 3 Red and 3 Blue Pads.
Blue Boat has 3 Red and 3 Green pads.
If all six of a boat's corresponding ID pads are each activated by different players in the same round, one of the bomb's lights will activate. Unless the above condition is met, the light will not activate and must be met again in the following round.
There are only three lights. When the third light activates, that will trigger the bomb on that boat and destroy it. If a boat explodes, any briefcases on board are destroyed. Any players on board are killed and lose the game. The game ends here.
It should go without saying that if the players do not detonate one of the bombs by the end of Hour 10, all of the boats will blow up and all players lose.
Each boat has been supplied with a communications system to allow free discussion with the other boats to ideally prevent such a catastrophe.
THE LIFERAFTS
Each boat has 2 Liferafts. Each Liferaft can fit one person in it, with only one briefcase. To get on a Liferaft, simply claim it first.
You use the Liferafts to travel to an opposing boat. Each Liferaft must go to a different boat. Therefore, the Red Boat cannot send two Liferafts to the Green Boat; it must send one Liferaft to the Green Boat and one to the Blue Boat.
Each boat MUST exchange Liferafts with a player from both opposing boats every hour. If a boat does not send a Liferaft to an opposing boat, no exchange is made. For example: if Blue Boat sends a player to the Red Boat, but the Red Boat didn't send anyone to the Blue Boat, the player going from Blue to Red is sent back to the Blue boat. This ensures there will always be the same amount of players on the boats at any point in the game.
Oh, and one other thing. If you do not try to send a Liferaft with a player on it, one of the lights on your boat's bomb will light up (courtesy of the LGT), making you that much closer to death.
However, because of there is a disparate amount of players on the boats. You may notice the Blue Boat only has 4 players while the Red and Green Boats have 5. Therefore:
Whichever boat has 4 players on it can choose to NOT send a player on one of the Liferafts without penalty, but they MUST send a player on the other liferaft.
When you reach a boat by Liferaft, the briefcase you are carrying will be placed in Storage automatically. If you take a briefcase from Storage but don't go on the Liferaft, it is put back in Storage. In other words, you are not allowed to hold a briefcase when you are on a Boat, only when you are on a Liferaft.
PRIORITY RANK
You may notice you each have a Priority Rank. 1 is highest priority (most stars), and 14 is lowest priority (least stars). If there was a tie for number of stars, it goes to the player who earned the most stars during Round 3.
We arranged you on the Boats in a 1-2-3 fashion. Priority Ranks can determine several things. Read on to find out.
THE CAPTAINS
Each Boat will be given a Captain. The player with the highest priority rank will decide who is Captain for their Boat (they may pick themselves).
Ever heard of "The Captain must go down with his ship?" The same rules apply here. The Captain is never allowed to leave his or her starting Boat.
However, the Captains are given a position of power. They may select one player to have seating priority in a Liferaft of their choosing for the upcoming hour, thus canceling anyone who wants the Liferaft. However, the player they select must actively take the seat; if not, whoever claimed that Liferaft first takes it. If no one claims the Liferaft, the Captain's order is executed and the player with seating priority is shoved on board.
If the Captain chooses to withhold their power in one round, they may use it for both Liferafts in the following round. Once the Captain uses it for both Liferafts, they reset to one Liferaft per round.
The Captain can also decide who gets priority if two or more players grab the same briefcase out of Storage in the same round: players with high priority or low priority. The Captain may change this ruling as he/she sees fit beginning with the upcoming round, so the rule is not permanent. The default for all boats is high priority wins.
ENDGAME
When a bomb detonates, the game ends. Players who are on a boat that explodes are killed and lose the game.
The contents of any unclaimed briefcases (those of deceased players) that survived the explosion are split between players who have both of their corresponding briefcases in their boat's Storage. Players who only have one or none get nothing; even if both of your briefcases survived, you must have both on the boat you ended the game in.
If no such players exist with both briefcases, then the LGT confiscates the unclaimed briefcases.
MISCELLANEOUS
- Briefcases cannot be tossed overboard. In other words, briefcases cannot be made completely inaccessible... unless the bomb goes off and destroys them.
- If multiple bombs go off in the same round, then too bad for those boats. They lose.
- If you activate an ID pad, you are still allowed to get on a Liferaft in the same round.
- If you are ready to go on a Liferaft that doesn't have a Captain's seating priority rule on it, you cannot be moved unless you willingly relinquish the seat.
- You may sign 1 free contract. Each player that is a signatory uses 1 contract. However, we are only providing 4 of them. First come, first serve.