Down below, please find rules for a game I'd like to try and run in GIT. It's very simple, really, but my knack for verbosity seems to apply doubly when it comes to rule descriptions. I tried version 0.01 of this face to face at a DipSoc meeting once, and, because I hadn't thought it through properly, it went horribly pear-shaped. This should work better now. Fingers crossed! SIX OR SO WANTED FOR A GAMESTART... G I V E A W A Y Version 0.02 rules, 06/03/97 (aka Order From Chaos) 1. The winning player is the player with the highest score at the end of a round when at least one player has at least 100 points. However, if two or more players are tied on score then none of them are considered for possible victory. If no player has a unique score then another round may be necessary. 2. All players start round 1 with three points. 3. All players must give all their points away every round to other players in the game. No player may give away parts of points, no player may elect to keep his points, and no player may give away negative points. 4. Each player starts later rounds with any points given to them by other players in the previous round, plus any bonus points earned, plus three extra points, and gives them away in the same way. 5. A co-operation ring is set up when a series of giveaways between players takes place such that a common number of points is transferred in each giveaways; one player gives this number of points to the next in the ring, the second passes the same number on to the third in the ring and so on. The last player in the ring must give exactly the same number of points as he has been given to the first player in the ring. A gives B 1 point. B gives A 1 point. This sets up a co-operation ring between A and B. A gives B 1 point. B gives C 1 point. C gives A 1 point. This sets up a co-operation ring between A, B and C. The effect of setting up a co-operation ring is to multiply the value of the number of points changing hands by the number of people involved in the ring. If A and B give each other 1 point, they end up with 2 points each because of the co-operation ring. In the second example, A, B and C end up with 3 points each because of the transaction ring. 6. However, should any giveaway between members of the co-operation ring apart from the sequence transaction (A gives to B gives to C gives to... gives to A) take place, then that co-operation ring is broken. A gives B 1 point. B gives A 1 point. B gives C 1 point. C gives A 1 point. Without rule 6, this would set up a co-operation ring between A, B and C, and also set up a co-operation ring between A and B. Rule 6 means that the larger co-operation ring doesn't exist, and no ring between A, B and C exists. However, there's no reason that the ring between A and B shouldn't exist. Players can sabotage co-operation rings easily. Suppose A, B, C, D, E and F decide to form a co-operation ring in that order. A -> B -> C ^ | | | | v F <- E <- D