H.O.U.S.E. T.I.E.R.S.: Difference between revisions
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'''H.O.U.S.E'''. and '''T.I.E.R.S.''' are B.I.N.G.O. style games, similar to [[G.H.O.U.L. |
'''H.O.U.S.E'''. and '''T.I.E.R.S.''' are B.I.N.G.O. style games, similar to [[GHOUL|G.H.O.U.L.]] that is played during the Ebon Gate Festival. |
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'''H.O.U.S.E.''' is the [[Cooperative Houses of Elanthia]] version of the game, and is typically hosted in Ebonstone Manor. It is located through a dark marble archway off the sprawling lawn of Ebonstone Manor. Ebonstone Manor is located one East of the New Look Pavilion on North Ring Road, up the red-bricked pathway and up the marble walkway (Lich# 19584). |
'''H.O.U.S.E.''' is the [[Cooperative Houses of Elanthia]] version of the game, and is typically hosted in Ebonstone Manor. It is located through a dark marble archway off the sprawling lawn of Ebonstone Manor. Ebonstone Manor is located one East of the New Look Pavilion on North Ring Road, up the red-bricked pathway and up the marble walkway (Lich# 19584). |
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==Resources== |
==Resources== |
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*[[GHOUL]] |
*[[GHOUL]] |
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Latest revision as of 09:22, 18 November 2019
H.O.U.S.E. and T.I.E.R.S. are B.I.N.G.O. style games, similar to G.H.O.U.L. that is played during the Ebon Gate Festival.
H.O.U.S.E. is the Cooperative Houses of Elanthia version of the game, and is typically hosted in Ebonstone Manor. It is located through a dark marble archway off the sprawling lawn of Ebonstone Manor. Ebonstone Manor is located one East of the New Look Pavilion on North Ring Road, up the red-bricked pathway and up the marble walkway (Lich# 19584).
[Ebonstone Manor, House Pub] | |
Lightly stained and heavily lacquered, an enormous tree stump surrounded by high-backed ebonwood chairs dominates the center of this gathering area. Hand-painted and framed in solid gold, an elaborate map of Elanith rests above a large fireplace of pristine white granite blocks, and a dart board hangs on the wall off to the side. Across from a well-used bar, a wide mantle serves as a prominent display for more than a dozen small crystal figurines, each carved into a different house crest. You also see a mistwood serving cart with some stuff on it, a very important rules sign and a glass-paned ebonwood case. | |
Obvious exits: out |
T.I.E.R.S. is the Meeting Hall Organization version of the game, and is typically hosted in a tent at a location chosen by the MHO group.
[TIERS, Game Hall] | |
The silken walls of the pavilion are draped with dozens of banners displaying the various crests of Elanthia's meeting halls, each rectangular piece swaying gently with the ambient breeze. Elongated oak tables form organized rows throughout the room, each one flanked by plush velvet benches embroidered with gilded flora, the design complimenting a glass-paned pale linden case set upon a small stage. You also see a circular copper wastebin and a very important rules sign. | |
Obvious exits: south |
Playing the Game
H.O.U.S.E./T.I.E.R.S. is played exactly like B.I.N.G.O. A player must have a dauber and a clean card to play. Daubers and cards are sold on location where the game is being hosted. The FREE space is already marked on the cards.
For H.O.U.S.E.
>look on mantle On the wide mantle you see a gilt-framed parchment folio and a gold-ringed smooth fel dauber.
For T.I.E.R.S.
>look on table On the leather-covered table you see a square ebonwood dauber, a silver-washed haon dauber and a leather-bound TIERS folio.
For H.O.U.S.E., the daubers typically cost 1000 silvers each and the cards are typically 100 silvers each.
For T.I.E.R.S., the daubers typically cost 1000 silvers each and the cards are 2500 silvers each.
To check prices of daubers and cards, a player can GET DAUBER and GET FOLIO. To buy the daubers, a player can BUY DAUBER. To buy a card, type BUY FOLIO. A player will have to BUY FOLIO each time he or she wants to buy a new card. Most H.O.U.S.E./T.I.E.R.S. events host several games in one sitting.
The game begins when the host activates the case and a ball drops with a letter and number.
A painted wooden ball floats out of the opening of the ebonwood case's hopper and comes to a stop in front of Host. An ethereal voice calls out, "S 46" before the ball drifts back into a silver bin located within the ebonwood case. A corresponding rune on the case's callboard lights up with a dim golden glow.
A player can LOOK IN CASE to see what numbers have been called, what the prizes are, what the winning pattern is, and how many winners there can be for the current game. The numbers that have been called will be marked in MONSTER BOLD.
>look in case This large case prominently features a huge board of crystal-inlaid runes, arranged in a matrix of five rows of fifteen two-digit numbers, each row headed by a single letter. Below the board is a hopper paned with polished glass and containing a multitude of painted wooden balls. A silver bin is surreptitiously located on the back of the hopper next to a tiny gold-lined opening. |================================================================================| | H |~| 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | 11 | 12 | 13 | 14 | 15 | | O |~| 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | | U |~| 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | | S |~| 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | | E |~| 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | |================================================================================| A sign below the board indicates that the win condition for the current game is "Any single line", with a prize of "A choice of prizes", and has been set to reward 3 winner(s). Currently, 0 numbers have been called.
To play, a player will hold the card and dauber in their hands, and DAUB MY CARD LETTER NUMBER, i.e. DAUB MY CARD H 03 or DAUB MY CARD T 03. A player could also use the column number instead of the letter designation, i.e. DAUB MY CARD 1 03 or DAUB MY CARD 4 50.
Warning: A player can win if he or she was using a card that that he or she purchased. A player cannot win with a card another player bought.
>daub help This verb is used to mark a BINGO-style card using a special dauber item. You must be holding both the card and a dauber in order to mark a space. DAUB {my} <ITEM> [COLUMN] [ROW] COLUMN and ROW MUST be specified. The column parameter can be 1 character, while row parameter must at least two characters. For example, in a game of GHOUL, if U 48 was called, where U is the 4th column on the card, you could type either: DAUB {my} [CARD] U 48 DAUB {my} [CARD] 4 48 However, if a game uses words instead of numbers (e.g. "G apple") then at least two characters must be typed (e.g. "G ap" instead of "G a").
A simple script has been written, for those who have difficulty keeping up with the numbers called.
;e while line = get; if line =~ /"([HOUSE] \d\d)"/;put "daub my card #{$1}";end;end ;e while line = get; if line =~ /"([TIERS] \d\d)"/;put "daub my card #{$1}";end;end
WARNING: If a player is caught using this script while not paying attention to the game or his or her screen, it may result in ejection from the event, or more severe consequences, as determined by the H.O.U.S.E./T.I.E.R.S. hosts.
Numbers that are daubed on a player's card will be marked in MONSTER BOLD. A player can LOOK AT MY CARD to see how he or she is doing.
>look at my card Cut from thick parchment, the square card has been precisely stamped with a gold outlined grid. The contents of each cell in the grid have been stamped in ebon ink, with some markings lightly smudged. Neatly written in the upper left corner of the card is "Purchased by: Player". |==================================| | H | O | U | S | E | |==================================| | 01 | 27 | 36 | 47 | 70 | |----------------------------------| | 04 | 24 | 43 | 51 | 71 | |----------------------------------| | 14 | 23 | FREE | 54 | 61 | |----------------------------------| | 07 | 19 | 31 | 55 | 64 | |----------------------------------| | 12 | 20 | 33 | 56 | 75 | |----------------------------------| | WINNING CARDS ONLY REDEEMABLE | | BY THE ORIGINAL PURCHASER. | |==================================|
Once a player believes they have all the numbers in the pattern for the current game, the player needs to yell out HOUSE or TIERS (depending on the game that is being hosted).
>look at my card Cut from thick parchment, the square card has been precisely stamped with a gold outlined grid. The contents of each cell in the grid have been stamped in ebon ink, with some markings lightly smudged. Neatly written in the upper left corner of the card is "Purchased by: Player". |==================================| | H | O | U | S | E | |==================================| | 01 | 27 | 36 | 47 | 70 | |----------------------------------| | 04 | 24 | 43 | 51 | 71 | |----------------------------------| | 14 | 23 | FREE | 54 | 61 | |----------------------------------| | 07 | 19 | 31 | 55 | 64 | |----------------------------------| | 12 | 20 | 33 | 56 | 75 | |----------------------------------| | WINNING CARDS ONLY REDEEMABLE | | BY THE ORIGINAL PURCHASER. | |==================================|
Patterns
There are a number of different patterns a game of H.O.U.S.E./T.I.E.R.S. can have. Only the most common patterns have been listed below. If a host asks for a different pattern not listed, he or she will explain the pattern required to win.
Single Line Pattern
A single line game means a player only needs to have all numbers marked on a single line to win. This line can be horizontal, vertical, or diagonal in any direction.
Sometimes a game will call for more than one line, i.e. two lines or two horizontal lines. The patterns are the same unless otherwise specified, but the player will need however many the game calls for, in order to win.
X Pattern
An X pattern game means a player needs to have all numbers marked on both diagonal lines, forming an X, to win.
+ Pattern
A + pattern game means a player needs to have all numbers marked in the U column and the middle row (passing through the FREE space) in a game of H.O.U.S.E., or all numbers marked in the E column and the middle row (passing through the FREE space) in a game of T.I.E.R.S.
T Pattern
A T pattern game can be made in a variety of ways, and will be determined by the host. But the various ways a T pattern can be made are:
For H.O.U.S.E.
- all numbers marked in the U column and top row
- all numbers marked in the U column and bottom row
- all numbers marked in the H column and middle row (passing through the FREE space)
- all numbers marked in the E column and middle row (passing through the FREE space)
For T.I.E.R.S.
- all numbers marked in the E column and top row
- all numbers marked in the E column and bottom row
- all numbers marked in the T column and middle row (passing through the FREE space)
- all numbers marked in the S column and middle row (passing through the FREE space)
N or Z Pattern
An N or Z pattern game can be made in a variety of ways, and will be determined by the host. But the various ways an N or Z pattern can be made are:
For H.O.U.S.E.
- all numbers marked in the H column, E column and a diagonal line (from the first number in the H column to the last number on the E column)
- all numbers marked in the H column, E column and a diagonal line (from the last number in the H column to the first number on the E column)
- all numbers marked in the top row, bottom row, and a diagonal line (from the first number in the H column to the last number on the E column)
- all numbers marked in the top row, bottom row, and a diagonal line (from the last number in the H column to the first number on the E column)
For T.I.E.R.S.
- all numbers marked in the T column, S column and a diagonal line (from the first number in the T column to the last number on the S column)
- all numbers marked in the T column, S column and a diagonal line (from the last number in the T column to the first number on the S column)
- all numbers marked in the top row, bottom row, and a diagonal line (from the first number in the T column to the last number on the S column)
- all numbers marked in the top row, bottom row, and a diagonal line (from the last number in the T column to the first number on the S column)
L Pattern
An L pattern game can be made in a variety of ways, and will be determined by the host. But the various ways a L pattern can be made are:
For H.O.U.S.E.
- all numbers marked in the H column and top row
- all numbers marked in the H column and bottom row
- all numbers marked in the E column and top row
- all numbers marked in the E column and bottom row
For T.I.E.R.S.
- all numbers marked in the T column and top row
- all numbers marked in the T column and bottom row
- all numbers marked in the S column and top row
- all numbers marked in the S column and bottom row
Outer Square Pattern
An outer square pattern game is typically made by daubing all of the numbers on the top row, bottom row, first and last columns, to form a square.
Inner Square Pattern
An inner square pattern would be formed by daubing the following squares on a card: the second, third, and fourth numbers in the O, U, and S columns for H.O.U.S.E. or the second, third, and fourth numbers in the I, E, and R columns for T.I.E.R.S.
Four Corners Pattern
A four corners pattern game can be made by daubing the first square and last square in both the H and E columns for H.O.U.S.E. and the first square and last square in both the T and S columns for T.I.E.R.S.
Blackout Pattern
A blackout pattern game can be made by daubing every single square on a player's card.
Hosting H.O.U.S.E./T.I.E.R.S.
Only officers of the CHE or MHO, who are hosting the game, can control the case.
Starting a New Game
PUSH CASE to reset the case and clear out any previously called numbers and game settings.
NUDGE CASE to make sure everyone has a clean card.
Setting the Case
To set the number of winners for the current game, the host would whisper case number ; # . For example, if the game was set to three winners: whisper case number ; 3
To set the pattern for the current game, the host would whisper case win ; pattern . For example, if the game was set for any diagonal pattern: whisper case win ; any diagonal line
To set the prize(s) for the current game, the host would whisper case prize ; prize . For example, if the game's prize was a choice of a spider bag or a whisper bag: whisper case prize ; a choice of a spider bag or whisper bag
The end result would look something like this:
>look in case This large case prominently features a huge board of crystal-inlaid runes, arranged in a matrix of five rows of fifteen two-digit numbers, each row headed by a single letter. Below the board is a hopper paned with polished glass and containing a multitude of painted wooden balls. A silver bin is surreptitiously located on the back of the hopper next to a tiny gold-lined opening. |================================================================================| | H |~| 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | 11 | 12 | 13 | 14 | 15 | | O |~| 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | | U |~| 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | | S |~| 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | | E |~| 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | |================================================================================| A sign below the board indicates that the win condition for the current game is "any diagonal line", with a prize of "a choice of a spider bag or whisper bag", and has been set to reward 3 winner(s). Currently, 0 numbers have been called.
Starting the Game
PULL CASE to begin pulling numbers for players to daub. The host should make sure he or she is not going too fast for the players.
Checking Cards
H.O.U.S.E./T.I.E.R.S. cases do not have the function that the G.H.O.U.L. case does, where it will automatically check cards to ensure all numbers are correct in the pattern required for that game. Hosts will have to manually check the cards against the case to ensure the numbers are correct in the winning pattern.