Difference between revisions of "Winter Scoreboard"

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==First Week==
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{|class="spiffy" border=1px
 
{|class="spiffy" border=1px
 
|-
 
|-
! N || What || Score || Second Score
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! N || What || Temporal Score for Country Turn 1 || Spiritual Score for Country Turn 1  || Extra Credit
 
|- class="odd"
 
|- class="odd"
|1 || || ||
+
|1 || Save the Prince || 3 out of 5 Arcade || 0/1/6/3/2 Wolf/Magpie/Bear/Horse/Phoenix ||
 
|- class="odd"
 
|- class="odd"
|2 || || ||
+
|2 || || || ||
 
|- class="odd"
 
|- class="odd"
|3 ||Glass and Clay || 5 of 5 Empire || 0/5 Wolf/Magpie
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|3 ||Glass and Clay || 5 of 5 Arcade || 0/5 Wolf/Magpie ||
 
|- class="odd"
 
|- class="odd"
|4 || || ||
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|4 ||Saving Spear Carrier Ri || 4 of 5 Arcade || 4/1/1 Wolf/Magpie/Horse ||
 
|- class="odd"
 
|- class="odd"
|5 || Encounter at Farpoint|| 5 of 5 Empire || 4/1 Wolf/Magpie
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|5 || Encounter at Farpoint|| 5 of 5 Arcade || 4/1 Wolf/Magpie ||
 
|- class="odd"
 
|- class="odd"
|6 || Gate of Shen||4 of 5 Empire || 1/4 Wolf/Magpie
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|6 || Gate of Shen||4 of 5 Arcade || 1/4 Wolf/Magpie ||
 
|- class="odd"
 
|- class="odd"
|7 || || ||
+
|7 || || || ||
 
|- class="odd"
 
|- class="odd"
|8 || Daizhou||3 of 5 Empire || 2/2/2 Wolf/Magpie/Monkey
+
|8 || Daizhou||3 of 5 Arcade || 2/2/2 Wolf/Magpie/Monkey || +2 Arcade,  1/2/1 Wolf/Magpie/Cycle
 
|- class="odd"
 
|- class="odd"
|9 || || ||
+
|9 || Close the Tunnel || 4 out of 5 Arcade || 5/0 Wolf/Magpie ||
 
|- class="odd"
 
|- class="odd"
|10 || || ||
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|10 || Stone Drum  || 1 of 5 Arcade || 4/1 Wolf/Magpie || +1 Arcade , 1/1/1 Wolf/Magpie/Horse
 
|- class="odd"
 
|- class="odd"
|11 || || ||
+
|11 || || || ||
 
|- class="odd"
 
|- class="odd"
|12 || || ||
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|12 || || || ||
 
|- class="odd"
 
|- class="odd"
|13 || || ||
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|13 || || || ||
 
|}
 
|}
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==Second Week==
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 +
{|class="spiffy" border=1px
 +
|-
 +
! N || What || Temporal Score for Country Turn 2 || Spiritual Score for Country Turn 2  || Extra Credit
 +
|- class="odd"
 +
|1 || || || ||
 +
|- class="odd"
 +
|2 || || || ||
 +
|- class="odd"
 +
|3 || || || ||
 +
|- class="odd"
 +
|4 || || || ||
 +
|- class="odd"
 +
|5 || || || ||
 +
|- class="odd"
 +
|6 || || || ||
 +
|- class="odd"
 +
|7 || || || || +13 Arcade
 +
|- class="odd"
 +
|8 || || || || 1/2/1 Wolf/Magpie/Cycle
 +
|- class="odd"
 +
|9 || || || ||
 +
|- class="odd"
 +
|10 || || || ||  1/1/1 Wolf/Magpie/Horse
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|- class="odd"
 +
|11 || || || ||
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|- class="odd"
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|12 || || || ||
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|- class="odd"
 +
|13 || || || ||
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|}
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==Zhu Cai Wen's Notes==
 +
 +
Rolling a 7 causes time to go forward.  The first week was a solid victory for the Arcade.
 +
 +
We think that there are probably changes to House Stats [[GreatHousesMechanic]] that aren't visible currently, but we observed that The House of Enticing Vintage and House of Gainful Protection both lost a point of Mil stat, and I think that's because they missed the roll.  This is long-term damage.
 +
 +
To score a victory for the Arcade for a week:  there's a threshold for success (not known, but I'm thinking about it).  Best understanding:  ''Successful'' Great-House military rolls were added to Arcade points from the scoreboard, and these resulted in about 26 points over the threshold.  Because the total was enough to hit the threshold, we didn't have to use any extra credit points (guessing this is why they are still on the scoreboard); the ~26 extra were halved, and added to extra credit in the "7" row.
 +
 +
I don't yet have much insight into the consequences of the spirit battle; every time I try to think about it and figure out what it means that other spirits (other than Wolf/Magpie) have some points, I can't figure out the rules.  I.e. I don't think it's as simple as "other spirits could make deals with one of them, and add their points, to win".  The topic seems resistant to attempts to figure it out.

Latest revision as of 17:53, 29 November 2019

First Week

N What Temporal Score for Country Turn 1 Spiritual Score for Country Turn 1 Extra Credit
1 Save the Prince 3 out of 5 Arcade 0/1/6/3/2 Wolf/Magpie/Bear/Horse/Phoenix
2
3 Glass and Clay 5 of 5 Arcade 0/5 Wolf/Magpie
4 Saving Spear Carrier Ri 4 of 5 Arcade 4/1/1 Wolf/Magpie/Horse
5 Encounter at Farpoint 5 of 5 Arcade 4/1 Wolf/Magpie
6 Gate of Shen 4 of 5 Arcade 1/4 Wolf/Magpie
7
8 Daizhou 3 of 5 Arcade 2/2/2 Wolf/Magpie/Monkey +2 Arcade, 1/2/1 Wolf/Magpie/Cycle
9 Close the Tunnel 4 out of 5 Arcade 5/0 Wolf/Magpie
10 Stone Drum 1 of 5 Arcade 4/1 Wolf/Magpie +1 Arcade , 1/1/1 Wolf/Magpie/Horse
11
12
13


Second Week

N What Temporal Score for Country Turn 2 Spiritual Score for Country Turn 2 Extra Credit
1
2
3
4
5
6
7 +13 Arcade
8 1/2/1 Wolf/Magpie/Cycle
9
10 1/1/1 Wolf/Magpie/Horse
11
12
13

Zhu Cai Wen's Notes

Rolling a 7 causes time to go forward. The first week was a solid victory for the Arcade.

We think that there are probably changes to House Stats GreatHousesMechanic that aren't visible currently, but we observed that The House of Enticing Vintage and House of Gainful Protection both lost a point of Mil stat, and I think that's because they missed the roll. This is long-term damage.

To score a victory for the Arcade for a week: there's a threshold for success (not known, but I'm thinking about it). Best understanding: Successful Great-House military rolls were added to Arcade points from the scoreboard, and these resulted in about 26 points over the threshold. Because the total was enough to hit the threshold, we didn't have to use any extra credit points (guessing this is why they are still on the scoreboard); the ~26 extra were halved, and added to extra credit in the "7" row.

I don't yet have much insight into the consequences of the spirit battle; every time I try to think about it and figure out what it means that other spirits (other than Wolf/Magpie) have some points, I can't figure out the rules. I.e. I don't think it's as simple as "other spirits could make deals with one of them, and add their points, to win". The topic seems resistant to attempts to figure it out.