restricted rock paper scissors - ucla design media arts...

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Restricted Rock Paper Scissors Players are each given three small yellow stars, a set of 12 cards and $100,000 dollars. The twelve cards contain symbols representing rock, paper, and scissor on one face of the card. Each set contains four of each symbol. The goal of the game is to end up with at least 3 stars and no cards by the end of the game. If you have no cards and less than three stars, or have more than 3 stars but have cards remaining when the round ends, you lose. The round lasts for 2 hours. How to Play: Two players agree to play each other, and request a Dealer to oversee the match. The players must then agree on an amount of stars to wager. Each player chooses one of their cards. Once each player has selected a card, they reveal it so that both players and Dealer can see. The winning player receives the wagered stars of the loser. In the case of a tie, neither player loses stars. In all cases, the cards used for the match are taken by the Dealer and disposed of. It is against the rules to dispose of your cards other than through a Rock Paper Scissors match, and will be punished if found. An overhead clock attached to the ceiling of one of the columns displays the time left, and the number of cards left in the game. There are ten players total in the game, so the starting value of the clock will display: 2 hours :00 minutes Rock: 40 Paper: 40 Scissors: 40 There is no limit to the amount of cards or stars one may carry.

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Page 1: Restricted Rock Paper Scissors - UCLA Design Media Arts ...classes.design.ucla.edu/Fall09/157A/wp-content/uploads/2009/09/2009/12/... · Restricted Rock Paper Scissors Players are

Restricted Rock Paper ScissorsPlayers are each given three small yellow stars, a set of 12 cards and $100,000 dollars. The twelve cards contain symbols representing rock, paper, and scissor on one face of the card. Each set contains four of each symbol.

The goal of the game is to end up with at least 3 stars and no cards by the end of the game. If you have no cards and less than three stars, or have more than 3 stars but have cards remaining when the round ends, you lose.

The round lasts for 2 hours.

How to Play:

Two players agree to play each other, and request a Dealer to oversee the match.The players must then agree on an amount of stars to wager.

Each player chooses one of their cards. Once each player has selected a card, they reveal it so that both players and Dealer can see. The winning player receives the wagered stars of the loser. In the case of a tie, neither player loses stars. In all cases, the cards used for the match are taken by the Dealer and disposed of.

It is against the rules to dispose of your cards other than through a Rock Paper Scissors match, and will be punished if found.

An overhead clock attached to the ceiling of one of the columns displays the time left, and the number of cards left in the game. There are ten players total in the game, so the starting value of the clock will display:

2 hours :00 minutesRock: 40Paper: 40Scissors: 40

There is no limit to the amount of cards or stars one may carry.

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Simplified rules for ContrabandThere are two teams, called the Northern and Southern countries.Each team is comprised of 5 players.Each team will elect one smuggler and one inspector. The smuggler attempts to pass his or her money over the border, while the inspector's job is to prevent that from happening.After one turn, the teams switch their respective roles. Two turns make one game.

Each smuggler has a bank account of $3,000,000 in the opposing country, and their goal is to get it back. A smugger is allowed to carry anywhere from 0 to $1,000,000 in one turn. All of the money that is successfully smuggled out will be transferred to the smuggler's bank account in an outside country. The inspector's job is to examine the smuggler to determine if smuggling is taking place, and if so, prevent it.

If the inspector suspects smuggling is taking place, he or she should declare "doubt" along with the estimated amount.

The moment the inspector does so, half of the amount declared will be taken as security. The security is taken from the inspector's bank account in the outside country. To have enough funds to cover such securities, each player already has $1,000,000 in the personal bank account outside of the country.An inspector cannot declare doubt on any amount that requires a security of more than what is in his or her outside bank account.

If the amount declared matches or exceeds the amount being smuggled, the inspector wins and the smuggling attempt is thwarted. The money the smugger was carrying is seized and deposited into the inspector's outside bank account. The security initially taken is also returned to the account. If doubt is declared, but the smuggler is not carrying any money, the security is given to the smuggler and placed into their outside bank account.

if the declared amount is less than the amount being carried, the smuggler wins and all of the money is placed into their outside bank account. The security also becomes theirs and is likewise added to the account.

If the inspector determines that no money is being smuggled, he or she should declare "pass"However, if the pass is declared and the smuggler is carrying money, the sum automatically goes to his or her outside bank account.

Victory is determined by the sum of the entire team's individual bank accounts outside the country at the end of the round. The team with the higher sum is the winner.

Any leftover money that was not smuggled goes to the opponents' team and is divided equally among the entire team's members.

After that, each player's outside bank account will have the initial $4,000,0000 loaned to them deduct-ed, and the remaining value will become his or her prize money.

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Character Creation In the world of Mind Game, the strengths and weakness of a character are repre-sented by their six ability scores. These ability scores cover a wide range of traits which affect any and all actions a player can perform.

When a player creates a character, they are given 8 points. They may distribute these points any way they wish among the six traits available. The amount of points rep-resents their proficiency level in the respec-tive category. A maximum of 3 points may be placed in any one category. Thus you can have a rank from 0 to 3 in any one abil-ity score.

Physical - Mastery over your body. Includes strength and dexterity, reflex-es, etc. Used for performing fighting , jumping, running, pushing, etc.

Intellect - Used to recall techniques from past experience, perform actions based on calculations.

Insight - Read the mind of others - Players can request to gain informa-tion of what a character is thinking. Insight can be used to detect lies or see through acting.

Acting - The ability to lie without be-ing detected . Used to gain the trust of others, persuade characters, or to coerce or intimidate.

Perception: A refined and sensitive awareness to all five of your sens-es. Used to perceive things others wouldn't normally, to see through thievery and sleight of hand. (All 5 senses)

Thievery - How to remain unnoticed. Used to perform sleight of hand or to remain unseen.

A chart that roughly generalizes the strength of each rank in an ability score:

0 Points: No experience in this trait whatsoever

1 Point: You use this trait on and off during your daily life, and have some experience taking advantage of this trait.

2 Points: You train this on a daily basis, may come in the form of ahobby, interest, or profession.

3 Points: Mastery. Not only do you train this ability often, but it comes naturally to you.

Physical vs Physical Acting vs. Insight Thievery vs Perception

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