Admittedly, I've only thought of this variant a few minutes ago,Whoops! I've just seen an immediate problem with it. Under these rules, there's no penalty whatsoever for a bad take.
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
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