[D10 EE EVENT] Group A: Otomo Tooru vs Doji Arai

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Mirumoto Jinkan
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[D10 EE EVENT] Group A: Otomo Tooru vs Doji Arai

Post by Mirumoto Jinkan » Sun Jan 26, 2025 7:00 pm

Arranged in a neat square with spectator viewing on all four sides are four go boards with two cushions at each for the contestants. A central seat is set aside for a judge to monitor the play by rotating around the boards. Each board has a pair of black and white boxes with freshly cleaned stones prepared. Before each round, each contestant is expected to observe all etiquette by bowing to the judge and their opposition, and during play to not disrupt the other matches.

The judge for this match is Mirumoto Jinkan.

Rules: Each match is single elimination, with each player rolling Games:Go/Intelligence in a contested roll. The matches up to the final are only one roll per player, with the higher roll winning that match. Players may call raises to stunt on their opponent for a point of glory per two raises, but upon failure will lose a point of glory for not taking their opponent seriously and losing. This can lead to a net glory loss for the event.

The winner of the roll has won that game and the match and moves to the next round. In the event of a tie, whoever called the most raises wins. If that does not resolve the match, then players roll again under the same rules, representing an inconclusive first match followed by a tie-breaker lightning round.

The final will be three rolls, representing three games in the same manner as the previous rounds with the same rule for raises.

For those attempting to use kiho or spells, roll Stealth/Agility versus TN52 to hide the activation or use Soshi Shugenja Tech, and for those attempting to switch out stones roll Sleight of Hand/Agility versus TN52. Understand that all of this would be considered cheating, and being caught would draw the ire of the judge and court.

Passing the Sleight of Hand roll gives the player a free raise to their Games:Go roll, with raises on the Sleight of Hand roll gaining them an additional free raise per called raise.

Winning the first match gives 1 point of glory. Winning the second is 2 points of glory. Winning the final is 3 points of glory.

It is expected that players will not attempt to look at what their opponent rolled before rolling themselves.

Example Match:

Togashi Hiro is matched against Bayushi Gen for the weedout round. They bow as is proper and sit down to begin.

Togashi Hiro has played Go before, and rolls his Games:Go/Intelligence with 4k3, achieving 19. Bayushi Gen has never played Go, but Overconfident means he calls two raises for glory anyway, and rolls Games:Go/Intelligence at 4k3 as well (spending Void Point for phantom skill), to achieve 24. Unfortunately he called two raises, meaning his contested TN was 29, and he lost the round and lost a point of glory.

Togashi Hiro moves onto the next round.

The winner of Group A will move on to play the winner of Group B.
Dragon • Bushi • Scarred • Wealthy • Incorrigible
Honor: What is Expected | Glory: Unremarkable | Status: Average Clan Samurai |Influence: 2

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Doji Arai
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Re: [D10 EE EVENT] Group A: Otomo Tooru vs Doji Arai

Post by Doji Arai » Sun Jan 26, 2025 8:25 pm

Arai offers all the appropriate bows to the judge and her opponent. The attempted powerplay at court the other day has her really frustrated. Not enough to forget her manners, she's a Crane of course. Still enough to make her focus on the game inadequate.

/D10, EE, go/intelligence, Vp | 7k5 ⇒ 28
Duelist * Sage * Strategist * Blessed by Benten * Lady of the House Ishimoto
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Glory: 3.9
Status: 1.0
Influence: 6.0

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Otomo Tooru
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Re: [D10 EE EVENT] Group A: Otomo Tooru vs Doji Arai

Post by Otomo Tooru » Sun Jan 26, 2025 10:35 pm

Go/Intelligence, no raises | 7k4 ⇒ 29

Tooru plays a clever game, but on a better than average day he has only just managed to beat Arai's distracted worst. If he recognizes it, though, he does not show it, merely bowing to her with precisely the required amount of grace and bidding her good day.

+0.1 Glory
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