Season 1

Night 4: 4 of Glass - Mutiny

Created and hosted by PartOfTheForce

Venue

Venue Image

Flavour Text

The docks were rotten, the wood creaking as you approached the ship.

It came from nowhere. Nobody even saw it arrive. And, similarly, it will return back from nowhere in due.

The ship creaked periodically, as if it were breathing. It was calling, beckoning you to board it.

And so, without question, you did.

The ship soon left the dock with you and your crew. You didn't know where the ship was going, but maybe it didn't matter.

The ship rocked as a violent storm approached. The wood creaked louder, hungering.

It demanded sacrifice.

The doors to the Captain's Quarters swung open, its maw unveiling a pile of coins with a golden sheen. Gold. A grand haul from which the phantom ship created. It sought to lure. It feeds your greed.

But, gold has no worth to you here. There's only one thing in this hellscape that has value to you.

Your life.

But, despite that, this gold will determine your survival.

Only the wisest may stay on the ship, and pay the toll it desires.

[DIFFICULTY]

4 of Glass

4 of Glass Card Image

Rules

A treasury sits at the heart of the ship, readily available at all times. It's ripe for the taking, and stealing it is necessary for survival.

This game is split into 24 one hour rounds, but you cannot participate in all of them. You can only steal gold during eight of these rounds, maximum. You may steal during less rounds.

Every hour, you can run the '-stealgold x' command, where "x" is the amount of Gold you wish to steal (e.g -stealgold 56) At maximum, you can only steal 100 Gold per round.

To clear this game, you must steal the most Gold from the treasury without getting caught.

However, just because you attempt to steal does not mean all steals will be successful. The top 3 players who attempt to steal the most Gold during a round will fail to steal any Gold for that round, but they will not be aware of this until the game concludes. In the event of ties in the Top 3 positions, all in the tie will fail to steal.

However, if there are 4 or less players who attempt to steal during a given round, then all steals will be successful even if you are in the top 3.

A new round always starts at XX:35, up until the final round is played and concluded.

Plan smart, think ahead, work together if you so wish. Do what's necessary to pay the toll, for the ones who do not pay the fare will give their life as payment instead.

The bottom 25% of most Gold stolen will be eliminated. In the event of any ties, the tiebreaker will be based on who stole the highest amount of Gold in a single round. If it is still tied, the tied players will be eliminated.

REMINDER: You can only steal once every hour, and the rounds always reset at XX:35 (meaning the first round will be slightly shorter). Attempting to steal twice during a round, or making a mistake in the amount of gold you wish to steal will count as a steal and will not be rectified.

[GAME CLEAR]

Be in the top 75% of most Gold stolen.

[GAME OVER]

Be in the bottom 25%.

Echo Condition

Awarded 1 echo on Game Clear

Awarded 3 echoes if you successfully steal 400 Gold at the end of the game.

Awarded 1 additional echo for every extra 100 Gold you steal past the 400 Gold, capping at 700.

Game Results

GAME OVER List

GAME CLEAR List (1 echo)