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Test of the Gambler
by Josephsky [Thought]
Prove the superiority of your intellect.
1) This test should show up in the calendar daily. There needs to be at least 6 (devs can better pick the number?) participants.
2) At the specified time, players should gather at the designated UThought to sign up for the test.
3) After five minutes of sign up, a message in main will give the warning to all participants on the actual start of the test.
Such as:
- "The test of the Gambler will begin in 30 seconds."
- "The test of the Gambler will begin in 10 seconds."
- "Gamblers BEGIN!"
4) Upon the start of the test, every participant is given:
- 3 "rock" cards
- 3 "paper" cards
- 3 "scissor" cards
- 2 Thought Tokens
None of these items are tradable or drop-able.
5) Players then have 20 minutes to play Paper, Scissors, Rock. Messages in main should give warning of how much time is left and who is still active.
Such as:
- "The test of the Gambler will end in 10 minutes. Those still in the game are: Balthazarr, Josephsky, Ruby, Lazybum, Anyolina, [etc.]"
6) To play, a player must request a game with another participant and they have to say "Yes" - similar to acro. In the final five minutes, no one can say "no" to a game and -must play-.
7) Each player has 10 seconds to pick a card and the result is announced in main -for all to see-.
Such as:
- "Balthazarr's Paper beats Josephsky's rock".
- "Ruby's scissor ties with Lazybum's scissor".
- "Anyolina's Paper beats Josephsky's empty hand." (because Josephsky was too slow to pick a card)
8) A player that loses a game also loses a thought token. A player that wins a game, gains a thought token. No tokens are lost or gained in a tie.
Either way the cards used during the game are destroyed and cannot be retrieved.
9) A participant is eliminated and all their test items are destroyed when:
- They move more than 150 coords away from the UThought during the contest.
- They lose all their thought tokens.
10) At the end of the test scores are calculated thusly:
1 points per Thought Token MINUS 1 point for every card still in the player's possession. The lowest score is zero.
Thus it is important to get rid of cards via playing.
11) The player with the highest score advances. Three advances for a pass.
- In case of a tie, no one advances and no advances are retained. This is to mitigate those who try to "fix" the game.
- Regardless of the outcome, everyone's score is reset to zero for next time.
- All test related items are removed after the scores are calculated.