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Messages - Thanthamthomap

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Gold, Magic potion / Re: Tips to get more gold
« on: 26/01/22, 08:22am »
nice tips
but frankly I did not care too much about the gold ;D ;D ;D
I am having 37k gold but don't know what should I do with those lol

I just win with exactly 0 point!

Hello Happy meeple community,

These are some simple games that I would love to be implemented in Happy meeple. They are based on a South Korean reality game show called "The Genius".

I am willing to help developing these game (ruling, images, play testing...).

1. Black and White:

Both players will start with having 99 points. There are 9 rounds. In each round, players may use as many points as they wish of their 99 points.
Starting player of the first round is selected randomly. From second round, starting player will be the winner of previous round. When the starting player decides how many points they will use, a single digit amount will be black, and double digit amount will be white. The following player will use the black and white indicators as hints for their turn. Their points will also be shown as black or white. The player who used more points that round will gain one win.

Used points will be subtracted from the total and player's remaining points will be shown on a 5 stage lamp. One stage of the lamp will turn off every 20 points used and this will take effect as soon as player enters round's points. For example, if player used 10 points in first round, they would have 89 points remaining so there would be no change on the lamp. However, if the player used 10 points in second round, player would have 79 points remaining and one stage of the lamp would turn off. If a player uses an amount that takes them below a stage, this will be shown before the next player has their turn.

The player with more wins by the end of round 9 will win. If a player gains 5 wins anytime in a game, it will end immediately.

2. Indian Poker:

At the start of the game, each player will arrange a set of 5 cards (4, 5, 6, 7, 8) for your opponents  (in any order of their choice).
Each player will also start with 20 coins.
The game will have 5 biding rounds, corresonding to the 5 cards. Hence, for each biding round, a player will know their opponent's card but not his own card.
For each biding rounds: each player has to bid 1 coin to start. The action: raise, call, fold are similar to a normal poker game.
If a player fold while his card is an 8 card (the highest card), he will be punished another 10 coins for his opponent as well!
If a player has no more coins, then the game will stop immediately and he will be the lose.
In addition to that, each player will start the game by choosing 2 skills from a set of 4 skills:
- Skill A: increase the value of his card in this round by 2 points. Used after both players finished the biding step and are about to flip their cards.
- Skill B: decrease the value of the opponent in this round by 2 poins. Used after both players finished the biding step and are about to flip their cards.
- Skill C: negate all skill A and B used by your opponent in this round. Used after both players finished the biding step and are about to flip their cards.
- Skill D: see your own card in this round. Used in biding step.

A player can use each of his chosen skill once per game, but he can use both of his skills in the same round. After each round: the used skills will always announced.

3. Yutnori:
2 players will race in a line with 30 squares (from 1 to 30).
Both player started in square numbered "0" (or start).
The player to go on first turn is chosen randomly. On his turn: each player can chose 1 out of 3 choices: XX, XO, or OO. He will then move according to the combined choice of 2 players:
- If both player choose OO: go ahead 4 squares, and get an extra turn.
- If both player choose XX: go ahead 5 squares, and get an extra turn.
- If the result is OO-XO or XO-OO: go ahead 3 squares.
- If the result is XX-OO, OO-XX, or XO-XO: go ahead 2 squares.
- If the result is XX-XO or XO-XX: go backward 1 square.

All the square that is a multiple of 4 (i.e 4, 8, 12, 16, 20, 24, 28) each has 1 point. So only the first player to enter that square will score 1 point. The first player that go to "finish" square will also receive 1.5 point, and the game will end immediately. The player with the most points will be the winner.

Cartographers / Re: Cartographers Tournament!
« on: 29/04/21, 10:34am »
Thanks so much for the Tournament!
It is a fascinating journey for me to advance to the final.
I have learned a lot from the games with Oleksandr. He deserved the champion title.

Cartographers / Re: Non-standard personal objectives
« on: 04/12/20, 09:45am »
This is a game where I finished with no farm (and thus 0 in Canal lake :( ). It is lucky that I won though.

Cartographers / Re: Time controls
« on: 24/11/20, 09:39am »
Obviously, for games like Finito, players tend to need less time to think, but other games will require much more time to contemplate.

The web is fixing a time control of 2 min each turn for every game, which could be quite frustrating for some games.

So I suppose that the suggestion should be re-calculated for each game:
- Fixed time per player for the whole game (6-10 minutes default) -> Fixed time per player for each game , depend on the food spent to create a table (e.g: finito: 4 min, hanamikoji and lost cities: 6 min, cartographer: 11 min ...)
- Fixed time per player with additional time per move (e.g. 3 minutes per game and first 15 seconds per move are 'free') -> For example, in chess, the setting 5 min + 3 sec/move is used in many online website, however this option also need to be adjusted for each game. I would suggest all the games can be set into X min + X*10 sec/move, where X is the amount of food spent to create a table.

- Shorter fixed time per move (e.g. 30 secs or 1 minute) with a small reserve for the whole game to avoid time outs -> I like this idea most. For example, in game like Stratego, each player has 2 clocks: clock A has 5 min and clock B has 30 sec. After each turn: clock B always resets to 30 sec, if the player uses more time than that, he will use the time on clock A. The player will lose if he used up all the time in clock A. Again, I would suggest clock A=X min and clock B = X*10 sec , where X is the amount of food spent to create a table.

If we applied this rule, some games might need to reduce the food cost. For example, I don't think migrator need 7 minute per player.

oh I see the problem now.

If the player placed the last card from the hand to column, then the game would automatically reveal the column.
But if the player merged from 2 columns into 1, then the game would ask if the player wanted to reveal the column. I was lucky that this was the case and my opponent selected "No". Once the player chose "No", even in the following turn, he could not reveal the column so that I had 2 extra turns to finish the game.

Migrato / a bug happened to help me win this game ?!
« on: 12/11/20, 12:04pm »
Please have a look at this game:

(this is the replay with the view from my opponent, you just need to focus on his 3rd column since move 75)

It seems that my opponent should have won but his black-winged stilts weren't revealed after he had 4 of them (in correct order: 2-2-2-1, I think).

The game should have ended right there, but I had the extra turns to win.

Did I miss something or a bug magically occurred to help me win that game?

Lost Cities / almost perfect expeditions
« on: 08/11/20, 03:15pm »
This is my first game ever to get all the cards of the same color. I missed the chance to play all of them though ;D

Obviously this is also my highscore (137)

World, castle, market... / Re: Maximum number of houses
« on: 18/10/20, 07:48pm »
So assume that each house need 60 king's favours for ground, 100 king's favours for roof + window + backdoor, 180 king's favours for garden (enclosure + ground + inside)
=> 340 king's favours per house * 42 houses = 14k king's favours to fully decorate all houses in the world map!  :o :o :o

Cartographers / Re: Updates on Cartographers
« on: 14/10/20, 04:35pm »
Wait, so should we use monsters to surround all the edge of the opponent mountains?

I always think that if I use my monster to surround the mountain in my opponent's map, he will gain that coin for free, so I always try to avoid it (except when I want to block him from Stoneside Forest edict)

I am confused now.

Tips, polls, updates / Re: Restrict tables by rating
« on: 14/10/20, 04:30pm »
I agree that the rating restriction (if possible) should only be applied for human vs human games

For the rating range, I vote for the option to let player free to create any custom range (option A5?). I would prefer a slide bar (or any feature so that I can easily select the custom range without really have to type in the actual number), or some default options with the choice to remember my last custom range (so that next time I don't have to input the number again).

Just my 2 cents!  ;D ;D ;D

Cartographers / Re: Cartographers rankings
« on: 12/10/20, 11:40am »
This is almost perfect. Thanks!

K is 28. That means, if you lose against a player that has the same rating, you lose K/2= 14 points. And if you win, you win 14 points.

K is bigger for your first 25 games, from 28*2.5 down to 28*1. So for the first game, K=70 and it goes down from there.

We have two other modifiers.

1) Slower changes for experienced players
if (nb_of_games>300) then K=K*0.83;
else if (nb_of_games>100) then K=K*0.88;

2) Faster moves for low rated players to give them a chance to come back a bit faster
if (rating<=1200) then K=K*1.6;
else if (rating<=1300) then K=K*1.3;
else if (rating<=1400) then K=K*1.15;

That's all.

Well, actually for the first game, player always start at 1400 rating, so K=70 is also multiplied by 1.15, which gives 80.5 (which is close to my calculated value of 80).

The rest makes sense to me!

Cartographers / Re: Cartographers rankings
« on: 12/10/20, 09:01am »

This is an interesting topic. I also have analyzed the ELO ratings in our website for quite a long time.

It has come to me to find our the formula to calculate our ELO as following:

New_ELO = Old_ELO + K*( Result - 1/(1+10^((Opp_ELO-Old_ELO)/800)))

New_ELO = your new ELO after the game
Old_ELO = your old ELO before the game
Opp_ELO = your opponent's ELO
Result = 0 if you lost, Result = 1 if you win
K = K-factor, which will be discussed below

So, basically, the difference between this formula and the popular formula you can find in the internet is the number 400 (such as in FIDE chess ELO calculator) is replaced by 800.

I also do believe that our website has some cap for the ratings you can gain/lose in a game, to avoid extreme cases (e.g: a 2000-player lost to a 1000-player will not lose too much ratings as in the formula).

The problem you see is because the K-factor is not fixed in our website. It is depending on the number of games you have played before (i.e K-factor changed as you are more experienced with the game).

For lost cities, I guess you have played 300+ games (or even more?), hence the K-factor is set at the minimum value, i.e 23 (or somewhere near that). But for new games like Cartographer, while you have played less than 50 games, the K-factor is very high (somewhere from 80 downto 28?, it will eventually reduce to 23 at some points when you play an enough number of games).

That's why in new games like Cartographer, your rating jumps quite fast after a single game, unlike in the games that you have played for long time such as lost cities.

All of the above is just my observation and reasoning. I do make an excel file to calculate and keep track of my ratings to guess the value of K-factor used in each game, but it is rather messy because of the number rounding problem, and somehow lost and draw at early messed up my formular (?!). Hope that someone can give a full detail about how the value of K-factor is applied.

Hanamikoji / Re: Hanamikoji tournament
« on: 20/08/20, 08:03am »
well, I really want to join the tournament, sadly it was too late :(

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