Welcome to Paper Wars.
This game was inspired by The Genius, and was initially developed to be a single challenge.
However, after a couple tweaks, it has become a full-fledged social experience~
This game will test your ability to make short-term deals to advance yourself, at the risk of being perceived as too popular~
The first phase of a typical round is called the Shuffle.
I will randomise a deck of cards and distribute them evenly among the cast.
This is what those cards look like:
Thus, cards are divided by Figure (Arrows, Swords and Wands) and Colour (Blue, Green, and Red).
You will be using the cards you receive to battle each other.
During this phase, you have 2 specific goals to obtain:
1) Get rid of all your cards by initiating and accepting battles.
2) Score as many points as you can.
In order to initiate a battle, you will have to post the following phrase in the thread:
"I challenge [PLAYER] to a battle and play my [CARD]"
Following that, no one else may initiate a battle for 5 minutes.
During that time, the challenged player may accept the challenge and play their own card by posting:
"I accept [PLAYER]'s challenge and play my [CARD]"
In battles, Swords beat Wands, Wands beat Arrows, and Arrows beat Swords.
Moreover, Blue beats Red, Red beats Green and Green beats Blue.
At the end of a battle, you will score 2 points for winning on either front (Figure or Colour), lose 1 point for losing, and gain nothing for tying.
If you win or lose on both fronts, the points you win or lose are doubled (totalling to +8 or -4).
If the challenged player does not accept the challenge within 5 minutes (or expresses that they will decline the challenge), the initiating player will have their card discarded, but they will incur a 5-point penalty to their War History, but not to their current score.
If a player attempts to play a card they do not actually possess, they will be eliminated on the spot for their crass incompetence / thinly veiled cheating attempt.
Furthermore, you may not publicly reveal the cards you were dealt. Doing so will result in your immediate elimination.
You may not battle the same player more than twice in the same round.
The Shuffle ends after either 24 hours or when the duel limit has been reached.
The number of duels for a round is determined by the number of cards introduced within that round divided by two, rounded down.
Once the Shuffle phase of a round is over, it is time to proceed to counting Casualties.
The first order of business is determining the round's Soldier of Honour. That will be the player who has the fewest cards left and the most points. In the event of a tie, the player who obtained their final score first will prevail.
Secondly, a Fool will be crowned. That title is given to the person who has the fewest cards AND the fewest points. In the event of a tie, the player who obtained their final score last will prevail.
The Fool is immune from elimination, and their final score for the round will be the winner's point total minus their point total. That means in order to maximise your score as the Fool, you will have to strategise completely differently in order to get a negative score... at your own risk~
In the event that a player becomes the Soldier of Honour AND the Fool, their score will be doubled. (NOTE: Before that, any negative points will be turned positive.)
Finally, the bottom players are isolated based on the number of cards they still possess and their score.
The Soldier of Honour will have the responsibility to eliminate at least one of them.
The first elimination is free. However, if the Soldier of Honour wants to eliminate any additional players, they must use some of the points they earned throughout the round.
Once the Casualties are counted, the round is over.
Any points scored during the round will be frozen and added to each player's War History.
Any unplayed card will be brought forward to the next round, but a 2-point penalty per card will be incurred and tallied into the War History.
When fewer than 5 players remain, a final round will be played to offer the players an opportunity to earn additional points for their War History.
At the end of that round, instead of counting Casualties, the player with the highest number of points in their War History will be crowned winner.
If two players are tied, the winner will be determined by the final round.
This is the current version of the achievement you guys will be vying for~
A few twists have been programmed into this game.
For starters, the following cards may be shuffled into the initial deck at the beginning of each round in order to spice things up~
The multi-weapon cards guarantee that you will win a battle on the Weapon front regardless of what weapon your opponent plays.
The pink cards guarantee that you will win a battle on the Colour front regardless of what colour your opponent plays.
Moreover, the following cards may be put for sale during future rounds.
These will be traded for points from your War History and their price will be set once I put them for sale. I may also hold an auction for them. I will explain what they do once they come into play.
Finally, the last twist you should be prepared for is Special Casualty Counting that will take into account your War History. I will provide further details when the time comes.