Hole in the Wall rules discussion/ debate
Posted: Mon Sep 08, 2008 6:02 pm
This tourament format is based on the new show "Hole in the Wall", on FOX. The object is to fit through a hole in a wall that is moving toward you, wanting to knock you into the water behind you. Most of the holes are outragously difficult to fit through.
Format:
The tourament will be 8 teams of 3 players each. They will play in a double elimination tourament.
Format per game:
MAP: To be debated
CARDS: none
TYPE: Triples
WEATHER: clear (no fog)
FREE MOVES: To be debated
STYLE: To be debated
GAME RULES:
The goal of each match is to score as many points as possible. This is accomplished by fitting through "holes" by occupying a specific set of territories.
NOTE: elimination of the opposition is not required, however it can help further victory.
Each match begins with a 2 round warm up phase. These are used for players to get into a strategic position.
At the start of round 3, the director will announce where the first "hole" is located. A hole is one or more territories that are adjacent (NOT including one way attacks). The goal of the teams is to get 1 player to fill in ALL the territories in the hole, but NOT ANY OF THE SURROUNDING TERRITORIES (that can attack into it). It's fine if a teammate controls the surrounding territories, but not the person "in the hole". If both of these are achieved, the hole is "cleared" in favor of the team in the hole, and scores. If the hole is not entirely owned by one person, or if the person in the hole owns a surrounding territory, the hole is "not clear" and there is no score.
TIMING OF HOLES:
Rounds 1-2 Warm up, no hole in effect.
End of Round 2 First "Solo wall" declared- one hole to be filled in by 1 player worth 1 point.
Rounds 3-4 Set Up time for players
End of Round 4 Judgement on previous wall and second solo wall declared. (NOTE: A team can only win 1 hole of a type, so only 1 solo wall can be scored)
Round 5-6 Set Up
End of Round 6 Judgement on previous wall and first duo wall declared- two holes to be filled by 2 SEPRATE players on the same team. If both are in, 2 points. IF ONLY ONE IS IN, NO POINTS.
Round 7-8 Setup
End of round 8 Judgement and second duo hole
round 9-10 Setup
end of round 10 judgement and first triple wall- follow the pattern, three holes, three players, three points
Round 11-12 setup
end of round 12 judgement and second triple wall
round 13-14 setup
end of round 14 judgement and first speed wall- similar to triple wall, except for 2 things, you only have 1 turn, and you score 2 points for EACH PLAYER THAT GETS A HOLE (this means both teams can score on one wall !!)
Round 15 setup
End of round 15 judgement and second speed wall (If both would score, the better one counts)
Round 16 setup
end of round 16 judgement and decision- if a team is leading they win, and the rest of the game is played for fun. If there is a tie, the rest of the game is played, under normal rules (no more holes), the team that is eliminated first loses.
NOTES:
1. Setup is the time players have to fight over the holes. The hole is only judged after the setup.
2. Holes are judged when the "involved" player takes his turn.
EX: I go last in a final setup round. Normally, I couldn't do anything, because I can't take over the entire hole and not have a territory adjacent to it. this rule means if I take over a hole, my teammates have 1 turn to get rid of any of my territories, thereby making me useful (it also gives the other team the ability to break into the hole to stop the point)
Eliminations:
If a player is eliminated, he can't make holes (obviously). This may make it impossible to fill in a triple or duo hole, or to score max points on a speed hole. If a team is eliminated, and losing in points, it can't pass the leading team, therefore making a decision. If the leading team is eliminated, the director will view the board and give the trailing team points depending on the remaining holes it could make. If the points put the trailing team ahead, they win (if not they lose). A tie gives a win to the non- eliminated team ( just like in sudden death)
I'm putting this up because I'm not sure how all the rules will affect the game, and how these rules should be adapted before we start play.
key areas of note:
1. reinforcement- a very important subject. unlimited would make it easier to make holes, while adj. makes it that much harder. What to do?
2. Map- the game is set up so the majority of players can last 16 turns, but conquer man is just too big. again, what to do?
3. the "important but hard to explain judgement rule". That NEEDS to be cleaned up, but I don't know how. . .
4. Style- freestyle is quicker, but traditional makes it easier for the "judgement rule" to take effect.
5. timing- not everyone is going to survive 16, but it could be better shortened.
Thank you for your time and input, this is my first tourney, and I am going out on a limb doing a very advanced game style, but I have thought of this for a while.
Format:
The tourament will be 8 teams of 3 players each. They will play in a double elimination tourament.
Format per game:
MAP: To be debated
CARDS: none
TYPE: Triples
WEATHER: clear (no fog)
FREE MOVES: To be debated
STYLE: To be debated
GAME RULES:
The goal of each match is to score as many points as possible. This is accomplished by fitting through "holes" by occupying a specific set of territories.
NOTE: elimination of the opposition is not required, however it can help further victory.
Each match begins with a 2 round warm up phase. These are used for players to get into a strategic position.
At the start of round 3, the director will announce where the first "hole" is located. A hole is one or more territories that are adjacent (NOT including one way attacks). The goal of the teams is to get 1 player to fill in ALL the territories in the hole, but NOT ANY OF THE SURROUNDING TERRITORIES (that can attack into it). It's fine if a teammate controls the surrounding territories, but not the person "in the hole". If both of these are achieved, the hole is "cleared" in favor of the team in the hole, and scores. If the hole is not entirely owned by one person, or if the person in the hole owns a surrounding territory, the hole is "not clear" and there is no score.
TIMING OF HOLES:
Rounds 1-2 Warm up, no hole in effect.
End of Round 2 First "Solo wall" declared- one hole to be filled in by 1 player worth 1 point.
Rounds 3-4 Set Up time for players
End of Round 4 Judgement on previous wall and second solo wall declared. (NOTE: A team can only win 1 hole of a type, so only 1 solo wall can be scored)
Round 5-6 Set Up
End of Round 6 Judgement on previous wall and first duo wall declared- two holes to be filled by 2 SEPRATE players on the same team. If both are in, 2 points. IF ONLY ONE IS IN, NO POINTS.
Round 7-8 Setup
End of round 8 Judgement and second duo hole
round 9-10 Setup
end of round 10 judgement and first triple wall- follow the pattern, three holes, three players, three points
Round 11-12 setup
end of round 12 judgement and second triple wall
round 13-14 setup
end of round 14 judgement and first speed wall- similar to triple wall, except for 2 things, you only have 1 turn, and you score 2 points for EACH PLAYER THAT GETS A HOLE (this means both teams can score on one wall !!)
Round 15 setup
End of round 15 judgement and second speed wall (If both would score, the better one counts)
Round 16 setup
end of round 16 judgement and decision- if a team is leading they win, and the rest of the game is played for fun. If there is a tie, the rest of the game is played, under normal rules (no more holes), the team that is eliminated first loses.
NOTES:
1. Setup is the time players have to fight over the holes. The hole is only judged after the setup.
2. Holes are judged when the "involved" player takes his turn.
EX: I go last in a final setup round. Normally, I couldn't do anything, because I can't take over the entire hole and not have a territory adjacent to it. this rule means if I take over a hole, my teammates have 1 turn to get rid of any of my territories, thereby making me useful (it also gives the other team the ability to break into the hole to stop the point)
Eliminations:
If a player is eliminated, he can't make holes (obviously). This may make it impossible to fill in a triple or duo hole, or to score max points on a speed hole. If a team is eliminated, and losing in points, it can't pass the leading team, therefore making a decision. If the leading team is eliminated, the director will view the board and give the trailing team points depending on the remaining holes it could make. If the points put the trailing team ahead, they win (if not they lose). A tie gives a win to the non- eliminated team ( just like in sudden death)
I'm putting this up because I'm not sure how all the rules will affect the game, and how these rules should be adapted before we start play.
key areas of note:
1. reinforcement- a very important subject. unlimited would make it easier to make holes, while adj. makes it that much harder. What to do?
2. Map- the game is set up so the majority of players can last 16 turns, but conquer man is just too big. again, what to do?
3. the "important but hard to explain judgement rule". That NEEDS to be cleaned up, but I don't know how. . .
4. Style- freestyle is quicker, but traditional makes it easier for the "judgement rule" to take effect.
5. timing- not everyone is going to survive 16, but it could be better shortened.
Thank you for your time and input, this is my first tourney, and I am going out on a limb doing a very advanced game style, but I have thought of this for a while.