• XG Challenge backgammon -- a variant game

    From pepstein5@gmail.com@21:1/5 to peps...@gmail.com on Wed Sep 22 01:59:44 2021
    On Wednesday, September 22, 2021 at 9:56:50 AM UTC+1, peps...@gmail.com wrote:
    Admittedly, I've only thought of this variant a few minutes ago,
    but it does seem like it might be interesting. The rules are below:

    1) Each game is played for 1 point.
    2) Players agree on a threshold for when a play is considered bad,
    according to an XG rollout -- for example -- 0.05.
    3) Players agree on the settings for the rollout.

    4) After each play, the opponent can challenge the previous
    player's play, which may be a cube or a double. A challenge
    is basically an assertion that you believe your opponent's play
    was bad, according to the threshold.

    5) After each challenge, the rollout is peformed.
    6) The game is then decided and a new game begins.
    The challenger wins if the rollout shows that the opponent lost
    more equity than the threshold and the challenger loses otherwise.
    7) In the event that the game is played to conclusion with no challenges from anyone,
    the winner is the one who wins according to normal rules except that
    the game only has a value of 1.
    8) Different thresholds are possible for different phases of the game
    so long as these phases are clear and agreed in advance. For example,
    0.05 for contact positions and 0.01 for non-contact positions.

    Paul
    Whoops! I've just seen an immediate problem with it. Under these rules, there's no penalty whatsoever for a bad take.
    I'll amend:
    2 points are scored for a win via challenging or via an opponent's bad challenge.
    1 point is scored for a normal bg win with no challenging.

    Paul

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    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From pepstein5@gmail.com@21:1/5 to All on Wed Sep 22 01:56:49 2021
    Admittedly, I've only thought of this variant a few minutes ago,
    but it does seem like it might be interesting. The rules are below:

    1) Each game is played for 1 point.
    2) Players agree on a threshold for when a play is considered bad,
    according to an XG rollout -- for example -- 0.05.
    3) Players agree on the settings for the rollout.

    4) After each play, the opponent can challenge the previous
    player's play, which may be a cube or a double. A challenge
    is basically an assertion that you believe your opponent's play
    was bad, according to the threshold.

    5) After each challenge, the rollout is peformed.
    6) The game is then decided and a new game begins.
    The challenger wins if the rollout shows that the opponent lost
    more equity than the threshold and the challenger loses otherwise.
    7) In the event that the game is played to conclusion with no challenges from anyone,
    the winner is the one who wins according to normal rules except that
    the game only has a value of 1.
    8) Different thresholds are possible for different phases of the game
    so long as these phases are clear and agreed in advance. For example,
    0.05 for contact positions and 0.01 for non-contact positions.

    Paul

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)