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Difference between revisions of "Cramble" - Cramulus

Difference between revisions of "Cramble"


Deprecated: Creation of dynamic property PPDStack::$accum is deprecated in /var/www/principiadiscordia.com/cramulus/includes/parser/Preprocessor_DOM.php on line 753
From Cramulus

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(New page: '''Summary:''' Cramble is a competitive, team-based, game where players compete for territory in a limited time frame. 10-20 RFID readers are designated as "game zones". Each one has a c...)
 
 
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10-20 RFID readers are designated as "game zones". Each one has a colored light or LED display which will display either red or blue. (and can be switched) Players will be on either the Red or the Blue team. Each player needs a bandanna, arm band, jersey, or some other way to visibly denote what team they are on.
+
6-12 RFID readers are designated as "game zones". Each one has a colored light or LED display which will display either red or blue. (and can be switched) Players will be on either the Red or the Blue team. Each player needs a bandanna, arm band, jersey, or some other way to visibly denote what team they are on.
  
The game is divided into rounds. Each round lasts two minutes. As the round begins, each zone will become either a red zone or a blue zone. This is determined randomly, but there should be an equal number of red and blue zones. Players will run to stand in their team's zones and contest their opponent's zones, hoping to be in a good position for when the round ends.
+
The game is divided into rounds. Each round lasts five minutes. Players will run to occupy zones and contest their opponent's zones, hoping to be in a good position for when the round ends.
  
 
A buzzer noise will mark the end of the round. Each player is considered occupying the zone whose reader they are closest to. Each team's score will be tallied and displayed on the monitor. It is tabulated as follows:
 
A buzzer noise will mark the end of the round. Each player is considered occupying the zone whose reader they are closest to. Each team's score will be tallied and displayed on the monitor. It is tabulated as follows:
  
* Your team gets 1 point for each of your zones that has teammates occupying it.  
+
* Your team gets 1 point for each zones that has more of your teammates than enemies occupying it.
* Your team gets -1 point for each of your zones that is "contested" - ''see below''
+
* Your team gets -1 point for each zones that has more enemies than teammates occupying it.
* Your team gets 0 points for each of your zones with no one occupying it, or an even number of friends and foes occupying it.
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* Your team gets 0 points for each zone with no one occupying it, or an even number of friends and foes occupying it.
  
A zone is considered "contested" if it has a greater number of the opposing team occupying it than the defending team.  
+
We run 1 to 5 rounds. At the end of each round, the score is displayed on the monitor, and everyone gathers up (or spreds out) before the next round begins.
  
So...
 
  
*If two blue players are standing in a blue zone, the red team can contest the zone if three red players occupy it.
+
'''To clarify how this works:'''
*If you're standing in a contested zone, you'll be debating between calling for backup or just fleeing to another zone.
 
  
 
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*If two blue players are standing in a blue zone, the red team can contest the zone if ''three'' red players occupy it.
The game lasts 10 rounds, with a minute break between rounds. The game will last about half an hour.
+
*If you're standing in a contested zone, as the clock ticks down, you'll be debating between calling for backup or just fleeing to another zone.
 +
*Optimally, each zone should have a display which shows how many people are standing in each zone. Perhaps a map, with a number of LEDs lit representing the ratio of players at each zone. This means that if you're visually isolated from other zones, you still have some idea whether you should hang out there or jet to another zone.
 +
*There should be a several minute break between rounds so teams have the opportunity to discuss strategy.

Latest revision as of 01:49, 22 July 2008

Summary: Cramble is a competitive, team-based, game where players compete for territory in a limited time frame.


6-12 RFID readers are designated as "game zones". Each one has a colored light or LED display which will display either red or blue. (and can be switched) Players will be on either the Red or the Blue team. Each player needs a bandanna, arm band, jersey, or some other way to visibly denote what team they are on.

The game is divided into rounds. Each round lasts five minutes. Players will run to occupy zones and contest their opponent's zones, hoping to be in a good position for when the round ends.

A buzzer noise will mark the end of the round. Each player is considered occupying the zone whose reader they are closest to. Each team's score will be tallied and displayed on the monitor. It is tabulated as follows:

  • Your team gets 1 point for each zones that has more of your teammates than enemies occupying it.
  • Your team gets -1 point for each zones that has more enemies than teammates occupying it.
  • Your team gets 0 points for each zone with no one occupying it, or an even number of friends and foes occupying it.

We run 1 to 5 rounds. At the end of each round, the score is displayed on the monitor, and everyone gathers up (or spreds out) before the next round begins.


To clarify how this works:

  • If two blue players are standing in a blue zone, the red team can contest the zone if three red players occupy it.
  • If you're standing in a contested zone, as the clock ticks down, you'll be debating between calling for backup or just fleeing to another zone.
  • Optimally, each zone should have a display which shows how many people are standing in each zone. Perhaps a map, with a number of LEDs lit representing the ratio of players at each zone. This means that if you're visually isolated from other zones, you still have some idea whether you should hang out there or jet to another zone.
  • There should be a several minute break between rounds so teams have the opportunity to discuss strategy.
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