Difference between revisions of "Winter Scoreboard"

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(Second Week)
(Second Week)
Line 46: Line 46:
 
|4 || Donkiruku || 5 of 5 Arcade  || 1/4 Wolf/Magpie ||
 
|4 || Donkiruku || 5 of 5 Arcade  || 1/4 Wolf/Magpie ||
 
|- class="odd"
 
|- class="odd"
|5 || Gate of Shen || 4 of 5 Arcade || 3/2 Wolf/Magpie || +2 Arcade 3/0 Wolf/Magpie
+
|5 || Gate of Shen || 4 of 5 Arcade || 3/2 Wolf/Magpie || +2 Arcade, 3/0 Wolf/Magpie
 
|- class="odd"
 
|- class="odd"
|6 || Dire Beasts||  2 of 5 Arcade || 4/1 Wolf/Magpie || +3 Arcade 1/2 Wolf/Magpie
+
|6 || Dire Beasts||  2 of 5 Arcade || 4/1 Wolf/Magpie || +3 Arcade, 1/2 Wolf/Magpie
 
|- class="odd"
 
|- class="odd"
 
|7 || || || || +13 Arcade
 
|7 || || || || +13 Arcade

Revision as of 13:47, 18 April 2020

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 Donkiruku 5 of 5 Arcade 1/4 Wolf/Magpie
5 Gate of Shen 4 of 5 Arcade 3/2 Wolf/Magpie +2 Arcade, 3/0 Wolf/Magpie
6 Dire Beasts 2 of 5 Arcade 4/1 Wolf/Magpie +3 Arcade, 1/2 Wolf/Magpie
7 +13 Arcade
8 Commander Yao 5 of 5 Arcade 2/3 Wolf/Magpie +3 Arcade, 4/3/1/1 Wolf/Magpie/Cycle/Yama
9 Daizhou 4 of 5 Arcade 1/3/1 Wolf/Magpie/Horse
10 1/1/1 Wolf/Magpie/Horse
11 House of the Lotus 3 of 5 Arcade 0/4 Wolf/Magpie
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.