STATIONARY ROULETTE
Objective: Guess the correct color and stop your opponent from doing the same!
SETUP
1. There are 10 rounds lasting 24 hours each.
2. Before the first round is a Preparation Phase lasting 24 hours to prepare the first roulettes. (See PREPARING A ROULETTE section for more information)
GAMEPLAY
1. During the preparation phase and during each round, players will prepare a roulette for their opponent to bet on. A roulette has 3 colors: Gold, Silver, and Black. (See PREPARING A ROULETTE for more information)
2. The dealer will present the previous prepared roulettes for betting in the current round, including points from prepared roulettes. Players will bet the roulettes prepared by their opponent in the previous round.
3. Players will have 40 points to bet on the roulette for the current round.
a. Players may only bet on a maximum of 2 colors (Gold, Silver, or Black), allocating the points in any way they choose.
PREPARING A ROULETTE
1. During the preparation phase and during Rounds 1-9, players will prepare a roulette for their opponents to bet on.
2. Roulettes prepared must have the following information sent by mail (see template below as well):
a. The winning color (Ether Gold, Silver, or Black). Players may only prepare each color as the winning color a maximum of 5 times throughout the match.
b. Set 40 initial points on the colors. Gold must have AT LEAST 25 points. Silver must have AT LEAST 5 points. Black cannot have any points.
SCORING
1. After each round concludes, the Dealer will reveal the bets for the current round and calculate the results.
2. If the winning color was GOLD or SILVER, players earn the number of points they bet on that roulette. NOTE: Both players, the preparer and bettor, will earn points on all roulettes.
a. If the bettor places all 40 points on a single color and is correct, they earn 20 bonus points. However, if the bettor fails to bet on the winning color, the opponent earns 20 bonus points (only for single-color bets).
3. If the winning color was BLACK, NO points are earned by either player (Except through the 20-point bonus). Instead, the player who prepared the Black roulette will take 40 chips from their opponent minus the number of points bet on Black.
a. A player’s chip count can only decrease by 100 for this game. Once a player reaches this cap, they automatically forfeit the match with their loss.
b. If a player owes more chips than they have, they automatically lose the match to bankruptcy and only pay the chips on hand.
c. If both players set Black as the winning color, only the net chip gain will move.
d. A player who prepared Black as the winning color will pay the LGT 10 chips after that round’s chip movement calculation. This payment doesn’t count towards the 100-chip forfeit cap.
END OF GAME
1. After 10 rounds are played, the player with the most points wins the match. The tiebreaker is the player who stole more chips through preparing Black. If the game is still tied, players each receive 0.5 victory points for a draw.
2. The winner takes 1 chip from the loser for every 10 points they lead over the opponent.
3. Alternate Win Condition: If a player’s stack decreases by 100 chips from Black roulette payments, that player automatically loses the match and the game is ended early. In this case, the winner does NOT take any chips from the loser due to points.
INACTIVITY
1. If a player fails to prepare a roulette, the opponent automatically wins 60 points.
2. Failure to place bets simply bets 0 on all colors, with the opponent collecting Black roulette payments as necessary.
3. The inactive player pays the LGT 5 chips as penalty. This does not count towards the 100-chip forfeit cap.