Restricted Rock Paper Scissors

Restricted Rock Paper Scissors
Players are each given three small yellow stars, a set of 12 cards and $100,000 dollars.
The twelve cards contain symbols representing rock, paper, and scissor on one face of the
card. Each set contains four of each symbol.
The goal of the game is to end up with at least 3 stars and no cards by the end of the game.
If you have no cards and less than three stars, or have more than 3 stars but have cards
remaining when the round ends, you lose.
The round lasts for 2 hours.
How to Play:
Two players agree to play each other, and request a Dealer to oversee the match.
The players must then agree on an amount of stars to wager.
Each player chooses one of their cards. Once each player has selected a card, they reveal
it so that both players and Dealer can see. The winning player receives the wagered stars of
the loser. In the case of a tie, neither player loses stars. In all cases, the cards used for the
match are taken by the Dealer and disposed of.
It is against the rules to dispose of your cards other than through a Rock Paper Scissors
match, and will be punished if found.
An overhead clock attached to the ceiling of one of the columns displays the time left, and
the number of cards left in the game. There are ten players total in the game, so the starting
value of the clock will display:
2 hours :00 minutes
Rock: 40
Paper: 40
Scissors: 40
There is no limit to the amount of cards or stars one may carry.
Simplified rules for Contraband
There are two teams, called the Northern and Southern countries.
Each team is comprised of 5 players.
Each team will elect one smuggler and one inspector. The smuggler attempts to pass his or her
money over the border, while the inspector's job is to prevent that from happening.
After one turn, the teams switch their respective roles. Two turns make one game.
Each smuggler has a bank account of $3,000,000 in the opposing country, and their goal is to get it
back. A smugger is allowed to carry anywhere from 0 to $1,000,000 in one turn. All of the money that
is successfully smuggled out will be transferred to the smuggler's bank account in an outside country.
The inspector's job is to examine the smuggler to determine if smuggling is taking place, and if so,
prevent it.
If the inspector suspects smuggling is taking place, he or she should declare "doubt" along with the
estimated amount.
The moment the inspector does so, half of the amount declared will be taken as security. The security
is taken from the inspector's bank account in the outside country. To have enough funds to cover such
securities, each player already has $1,000,000 in the personal bank account outside of the country.
An inspector cannot declare doubt on any amount that requires a security of more than what is in his
or her outside bank account.
If the amount declared matches or exceeds the amount being smuggled, the inspector wins and the
smuggling attempt is thwarted. The money the smugger was carrying is seized and deposited into the
inspector's outside bank account. The security initially taken is also returned to the account. If doubt
is declared, but the smuggler is not carrying any money, the security is given to the smuggler and
placed into their outside bank account.
if the declared amount is less than the amount being carried, the smuggler wins and all of the money
is placed into their outside bank account. The security also becomes theirs and is likewise added to
the account.
If the inspector determines that no money is being smuggled, he or she should declare "pass"
However, if the pass is declared and the smuggler is carrying money, the sum automatically goes to
his or her outside bank account.
Victory is determined by the sum of the entire team's individual bank accounts outside the country at
the end of the round. The team with the higher sum is the winner.
Any leftover money that was not smuggled goes to the opponents' team and is divided equally among
the entire team's members.
After that, each player's outside bank account will have the initial $4,000,0000 loaned to them deducted, and the remaining value will become his or her prize money.
Character Creation
Physical - Mastery over your body.
Includes strength and dexterity, reflexes, etc. Used for performing fighting ,
jumping, running, pushing, etc.
In the world of Mind Game, the strengths
and weakness of a character are represented by their six ability scores. These
ability scores cover a wide range of traits
which affect any and all actions a player
can perform.
Intellect - Used to recall techniques
from past experience, perform actions
based on calculations.
Insight - Read the mind of others Players can request to gain information of what a character is thinking.
Insight can be used to detect lies or
see through acting.
When a player creates a character, they are
given 8 points. They may distribute these
points any way they wish among the six
traits available. The amount of points represents their proficiency level in the respective category. A maximum of 3 points may
be placed in any one category. Thus you
can have a rank from 0 to 3 in any one ability score.
Acting - The ability to lie without being detected . Used to gain the trust
of others, persuade characters, or to
coerce or intimidate.
Perception: A refined and sensitive
awareness to all five of your senses. Used to perceive things others
wouldn't normally, to see through
thievery and sleight of hand. (All 5
senses)
A chart that roughly generalizes the
strength of each rank in an ability
score:
0 Points: No experience in this trait
whatsoever
Thievery - How to remain unnoticed.
Used to perform sleight of hand or to
remain unseen.
1 Point: You use this trait on and
off during your daily life, and have
some experience taking advantage
of this trait.
2 Points: You train this on a daily
basis, may come in the form of a
hobby, interest, or profession.
3 Points: Mastery. Not only do you
train this ability often, but it comes
naturally to you.
Physical vs Physical
Acting vs. Insight
Thievery vs Perception