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Post by Host Ryan on Sept 9, 2010 19:28:49 GMT -5
The official set of rules (which will be reviewed and summarized during the launch, if you don't want to read all of it) can be found at the kind below: tontine.20x.cc/concept.htmlScroll down and click the DOC or PDF version of the rules at the bottom.
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Post by Host Ryan on Sept 11, 2010 14:58:21 GMT -5
Please note, there are a few modifications to the rules.
5.1 has been updated to clarify the budget money IS transferable between teams.
6.1.3 has been modified to state that teams can elect not to steal any keys if they so choose, and teams can only steal keys if there is another team with more than one.
At the launch, one person said that it is possible to collect a simple majority of keys (6) by the end of round three. I failed to clarify that this is not true, since all teams must have one key; no team can get six keys until round five (of eight), and they must win every leg in order to do so.
6.5.1 has been modified to say that if an eliminated team has more than one key (or a Fast Pass in addition to their key or keys), they can distribute them amongst one or more teams still in the game.
7.2.4 has been added to clarify that, once the Fast Pass is used, there may or may not be another Fast Pass competition later in the game, depending on timing, but there will never be more than one Fast Pass in play at a single time.
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Post by Trevin on Sept 11, 2010 16:30:25 GMT -5
6.1.3 has been modified to state that teams can elect not to steal any keys if they so choose, and teams can only steal keys if there is another team with more than one. At the launch, one person said that it is possible to collect a simple majority of keys (6) by the end of round three. I failed to clarify that this is not true, since all teams must have one key; no team can get six keys until round five (of eight), and they must win every leg in order to do so. If someone win the first 3 that gives them 4, and 2 losing teams can distribute there keys to them giving them 6, by the end of round 3...
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Post by Host Ryan on Sept 11, 2010 17:06:08 GMT -5
In round three, there will be eight teams left.
By your logic, if one team has six keys, that means that all of the other teams have a sum total of five keys. But, there are seven other teams, and only five keys among them, which is impossible, since each team must maintain at least one key.
What you're forgetting is that teams can only steal a key when there are keys to steal. Say that there are four teams left, three teams have one key each, and the other team has the other eight keys (improbable, but possible). If that eight-key team wins the leg, they won't be able to steal a key, because there aren't any keys to steal, every other team has one, which is the minimum you're allowed. Apply that same idea to every round.
The important concept is that every team is entitled to a minimum of one vote. And there you have it.
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Post by Host Ryan on Sept 21, 2010 11:42:29 GMT -5
The website sometimes won't let the PDF be linked to externally, so you will need to go to tontine.20x.cc/concept.html and scroll to the bottom to read the PDF, or you can view the file attached to this post. A few more clarifications have been recorded. 5.3.3.1 has been amended to make the Ground Transit definition more general to save space, and the following 5.3.3.X rules have been removed until Air Transit, which has shifted up. 5.3.3.2.6 has been added to say that teams will not be charged for traveling between different airports in a connection city, so long as there is enough time between connection flights to complete the travel in between the airports. If there is not enough time to travel between airports to make the connection, the connection is considered missed, teams get refunded for the missed flight, and must submit a new itinerary for their current location to the destination. 6.1 has been added to reflect that final times are calculated by added the time of submission of the final task (to the minute) to the scaled transit or penalty time (to the second), and all remaining 6.X rules have been shifted down one number. 7.1.2 has been added to specify that if elimated teams do not submit karma decisions before the leg begins, they cannot bad karma any team. If no good karma decision is received by the end of the leg, then the default voting list will be invoked. 9.3.2 has been been modified to add tontine.flash@gmail.com to the list of game-related email addresses. Attachments:
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Post by Ryan B on Sept 21, 2010 12:45:58 GMT -5
"If no good karma decision is received by the end of the leg, then the default voting list will be invoked."
How is it invoked? I assume the team that they are least likely to vote for receives everything?
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Post by Host Ryan on Sept 21, 2010 13:59:49 GMT -5
The team that they have listed as "liking the most" or "least likely to vote against" will get everything. The point of the default voting list isn't to fuck over the team who didn't vote or their friends; it's just a back-up.
So, if a team doesn't vote in a normal round, their vote will go to the eligible team lowest on the list (least liked). If a team doesn't choose who their keys go to, their choice will be the eligible team (everyone still in the game) highest on the list (most liked).
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Post by Host Ryan on Sept 26, 2010 16:05:16 GMT -5
Tentatively, the final set of clarifications as we pass the halfway point, and propel into the final series of legs.
5.5.1 has been added, and all following sections have been shifted down one. It states that: Budget money can be transferred between teams, but only when they are neither nominated for dissolution nor dissolved from the Tontine—accounts are considered “frozen” and money non-transferrable at the time of nomination.
The subsections of 4.4.2 have been re-written to shed more insight on how the final leg will take place. Namely:
4.4.2.1. In the final round of the game, this second stage will be replaced with a “victory lap” where the remaining teams will complete an eleven-stage race, where each stage in the race represents one of the eleven keys to the Tontine. 4.4.2.2. When teams already possess a key sharing the same color as that stage in the race, they may bypass it; when teams do not possess that key, they must complete a mini-challenge in order to acquire it. 4.4.2.3. The first team to who possesses all eleven keys will be declared the winners.
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