# The Grey Labyrinth is a collection of puzzles, riddles, mind games, paradoxes and other intellectually challenging diversions. Related topics: puzzle games, logic puzzles, lateral thinking puzzles, philosophy, mind benders, brain teasers, word problems, conundrums, 3d puzzles, spatial reasoning, intelligence tests, mathematical diversions, paradoxes, physics problems, reasoning, math, science.

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dethwing
DeTheeThaw

 Posted: Wed Feb 15, 2012 10:42 pm    Post subject: 1 About 3 years ago I tried to mod a game called Lifeboats It was quickly point out that it simply wasn't feasible to run this game in a forum setting and was scrapped. I've thought about this game a bit, and decided to try it as a single submission game. All you have to do, is decided which islands to send your crew to. The rest of the game will be automated by heuristic voting with as little randomness as I can think of. Here are the islands: Resort Island: 9/7 [1 boat] Vacation Island: 8/6 [2 boats] Livable Island: 7/5 [3 boats] Deserted Island: 6/4 [4 boats] [Left number is officer value, right number is passenger value] Each player gets 2 officers and 5 passengers. Each boat holds a maximum of 6 people. Simply send a message to me saying which boats you want your people to start on. If too many people are assigned to an island for the boats to handle, then an equal number are allocated to each player, with preference given to officers, and left overs are lost. The four phases of the games will be handled according to following voting heuristics: 1. Leaks. Each player will consider the boats he is NOT on. Calculate the "total value" of the people on these boats [According to the above point scheme]. Vote for the boat with the highest value. If tied, vote for most advanced boat, followed by most people, then most officers, then random. 2. Tossing overboard. Each player present will calculate the "total value" of his opponents on that boat . Vote for the highest value, with tie going to most people, then most officers, then randomly. 3. Moving forward. Each player votes for the boat with his own highest personal value. If tied, most advanced boat, then most people, then officers, then random. 4. Switching boats. Each player will abandon the least valuable person, with ties going to least advanced boat, then passenger, then random. Each player will re-enter the highest value boat, with preference going to most advanced, then random. One player will randomly be chosen to be start people, and then will pass in a set order. That player breaks ties. He will break ties in his favor according to: Value, Best Boat, Officer, Passenger. The "captain cards" discussed in the actual game will be ignored. I don't see a good way to incorporate them. Game ends when every boat either advances to its island, or sinks. Who's in!?
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