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Thursday, April 29, 2010

World of Warcraft - this is me

So, I'm pondering as a present for me getting full time work again - buying a $129 World of Warcraft model of my in game character. He is named Schwarzkopf, he is a mean ugly gnome mage - but I think he might look good on the shelf.

Judge for your self:

Still time to talk me out of it....
Posted by Christopher Burke at 9:32 AM
Categories: Play

Friday, March 26, 2010

Singles Scoring System for Bridge

The following scoring system was designed to add flavour to our social bridge nights. Instead of having our two teams for the night, we decided to have a system allowing each player to cycle through all partners.

This scoring system is based upon a normal rubber bridge scoring system (i.e. 2 or 3 games per rubber, points for rubber and points above and below the line). However there is some differences.

Playing the Game

Assuming there is four players for the social game, pick one who is the scorer (player S), in addition there is three other players - (player A, player B and player C).

You will be playing a number of rounds, a round consisting of 3 games (SA vs BC, SB vs AC and SC vs AB). You can play any number of rounds, however partial rounds will end up biasing the score at the end of the evening.

Play for a round is as follows:

Rubber North South East West
1
Scorer
Player A
Player B
Player C
2
Scorer
Player B
Player A
Player C
3
Scorer
Player C
Player A
Player B

Each rubber involves two players (other than the Scorer) swapping position. Be careful (if you pre-deal hands) that hands are not looked at if the results of a Rubber are about to be determined.

Scoring the Rubbers

Each rubber is scored as per normal rubber bridge, with the following changes:

  • Below the line scores for normal, undoubled (vulnerable or not) contracts are entered as normally - a total of 100 below the line consists of a game.
  • Below the line scores for doubled or redoubled (vulnerable or not) contracs are entered with the total portion below the line, however in addition the doubled and/or redoubled excess is also scored above the line. (e.g. 2H doubled, making scores 120 below the line - and 60 above the line). A total of 100 below the line consists of a game.
  • Above the line scores - all above the line scores are placed against the contract player. Over tricks etc are entered as normal positive amounts, under tricks etc are entered as negative amounts. Doubled, redoubled and vulnerable calculations are as per normal rubber bridge rules (for overtricks, undertricks and contract worth).
  • There is no random scores above or below the line, that is no points for honours (small or large), no points for 'the insult' on winning a doubled contract.
  • In essence the above the line total reflects the excess or otherwise of the current team for the duration of that game. No points (positive or negative) are entered into the defending team's above the line totals.
  • There is a 1000 point cap on positive totals - exceding this is classed as 'going out the front door'.
  • There is a -1000 point cap on negative totals - exceding this is classed as 'going out the back door'.

The Solo Scoring System

The solo scoring system awards points to each player based upon the results of each of their rubbers.

Points Condition
1 For a small slam (contract of 6) in any rubber in which the bidders of the slam did NOT win the rubber.
2 For the team winning a rubber two games to one (the old 500 rubber)
3 For a large slam (contract of 7) in any rubber in which the bidders of the slam did NOT win the rubber
4 For the team winning a rubber two games to zero (the old 700 rubber)
5 For a small slam (contract of 6) in any rubber in which the bidders of the slam DID win the rubber
6 For the team winning a rubber when their opponents 'go out the back door' or they themselves 'go out the front door', Even if doing so would cause a two to one or two to nil victory.
7 For a large slam (contract of 7) in any rubber in which the bidders of the slam DID win the rubber

 

All points for slams accumulate - and it is possible for one team to get two slam scores, and the other team to get one. Remember however, the team winning the rubber gets the bonus level points for all their slams.

Each player accumulates points on his own tally over the course of the round, and rounds of play.

At the end of the round (or rounds) tally up the total for each player. The winner is that player with the highest score.

Posted by Christopher Burke at 6:45 AM
Categories: Play

Tuesday, April 27, 2004

Multi Player Chess

1. Setup

An identical chess set is required for each player involved, for tournament games each chess set should be numbered and each chess piece should be labeled underneath with its originating set.

For the purposes of this description, 4 players (A,B,C,D) and 4 chess sets (1,2,3,4) will be used - however any number of players/sets 3 or more can be used.

Set up each of the four players playing white versus 1 player and black versus another player as in the diagram (the rectangles represent playing colours).

If clocks are used set up the four clocks with TWICE the normal playing time (e.g. if your players normally play 30minute clocks - set the clocks to 1 hour.).

2. Play

Each player plays according to the normal rules of chess (with exceptions noted below) versus two players simultaneously (one game as white the other as black).

Each player keeps all pieces captured in a stockpile for further use (see below).

The moment any player calls checkmate against a player, all games are temporarily halted, the player who has just lost is eliminated from the circle including his stockpiles and the board the losing game was played on. The circle is then closed in - the game still in play by the eliminated player is taken over by the winner of the just lost game ( in the diagram if B lost his game against A, B is eliminated along with his stockpile - then A commences playing of the game which was being played B vs C. A brings his stockpile into that game).

If multiple players calls checkmate simultaneously, then the above process is repeated for each player.

The winner is player remaining after all other players have lost one game.

If all remaining players call checkmate simultaneously the result is a draw between all players.

3. Stockpiles

Each player keeps white and black pieces taken from both games in a stockpile. The stockpile is used to restock your board with pieces. For example if B captures a knight from C in that game, B can use that knight to re-enforce his position in the game B is playing against A.

Pieces can only be placed on the board in their starting position.

The King cannot be stockpiled.

A piece cannot be placed on a board to counter a checkmate, however it can be used to counter a check.

A piece from a given board cannot be replaced on that board, that is a rook from board 1 that moves around the board to be in the stockpile of a player on board 1 is removed from the game (for simplicity of setup this rule can be ignored in social games).

A piece cannot be placed in such a way as to introduce an illegal situation, although they can be placed in such a way to achieve what appears to be an 'unachievable' situation.

A piece newly placed onto a board is considered to have NOT moved for the purpose of castling and initial pawn move and any other rule that assumes a piece has not moved.

4. Rule Variations

A stalemate can only occur when stalemate conditions are met for both of a players games. In that case that player is considered to have lost ONE of the games (the losing players choice). At the moment stalemate conditions are met for both a players games, proceed as if checkmate had been called on the game of the players choice.

'Queening' a pawn can only be done using your stockpile, the pawn is removed from the game (does not enter a stockpile) and the player can place the new piece at any legal position on the board (not just in its starting position). This piece is considered to have moved for the purposed of castling etc.

Queening a pawn into another pawn is not allowed.

5. Strategies

Strategies are a little different depending on if there is an odd or even number of players. With an odd number of players it can be of benefit to sacrifice to one player to improve your place in the other. With even number of players it is generally best to play to win on both boards.

The important thing to remember is you only have to lose on ONE of the two boards to lose the whole game, so be careful with your stockpile, and think about how one of your opponents can help you on the other board.

Posted by Christopher Burke at 6:10 AM
Categories: Play

Nice Dice - D20 Dice Roller

NiceDice is a free dice rolling program (windows) useful for D&D or any other roll playing game - especially D20 style games.

Features currently include:
  • Roll N * (x*(yDm+z)+w) style dice (N upto 999)
  • Context sensitive help popups
  • Includes saving throw calculations (with save DC) and 4 save styles
  • Includes complete combat calculations (with attack, armour, multi-attack, decreasing attack modifier)
  • Shows full/half/quarter damage results, and full table of individual rolls.
  • Unlimited rollsets
  • Keeps a history of all your rollsets, and you can name the rollsets if you wish.
  • Can save/load roll sets with tamper proof marker (for PBEM)
  • Create common dice rolls in the DICE.INI file.
  • Support for 1 = -10 and 20 = 30 optional rule.

Configuration of DICE.INI allows creation of custom dice....

  • Percentile (D100)
  • Cure Critical Wounds (3d8+7)
  • Frank the Monk (1d10+2) [12,12,7,2]

Save and load your rollsets....

[d10+2 [+12,+12,+7,+2], x 3]
Number=12
DateTime=12-07-2006 9:36:57 AM
Description=d10+2 [+12,+12,+7,+2], x 3
Dice=1,10,2,0
Combat=Yes
Saving=No
ThirdEdition=Yes
CriticalDice=No
THAC0=12
AC=22
Save=12
SaveType=0
DiceType=12
AttacksPerRound=4
AttackDecrement=-5
FullAttacksPerRound=2
Results=18,9,4
Rolls=8,7,10,11,11,6,5,10,4,6,3,4
Hits=20,6,8,4,5,18,6,-5,18,7,-4,-8
Mods=0,0,-5,-10,0,0,-5,-10,0,0,-5,-10
Check=tMQ{Tw{grT\X@i]Zdhy[x<<<

Screen Shots...combat in action, and saving throws in action. Click on the images to enlarge.

Note the Check line, when loaded back into the dice roller - a flag will show up showing that the results have been tampered with, if anyone has modified the roll parameters or results.

Grab it here, if there is any problems use the Contact Me button at the top for bugs or anything else.

Version 2006.1.1 - Released 19th July 2006

  • Fixed history navigation problem causing index out of bounds
  • Fixed possibility of rolling >1000 dice when multiple attacks per round setup
  • Completely redesigned the dice interpreter in DICE.INI ... 3D8+1 defaults to 3(D8+0)+1 (by request)... you can now specify 5(d4+1).
  • DICE.INI uses {curly braces} to delimite dice definitions and [square brackets] to delimit attack bonus sequences. You will need to change your DICE.INI and change (round brackets) to {curly braces}.

 

download

 

 

 

Posted by Christopher Burke at 6:10 AM
Categories: Play