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Member Since 17 Dec 2015
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Topics I've Started

Jedi Mind Tricks vs GReat

28 June 2017 - 09:36 AM

Jedis have decided to take on a big battle, and we are currently fighting GReat, a guild in the Gem Retrieval family.

The battle has looked very close throughout, gems shuffling about and both guilds gradually increasing their total score.


It is the last day now: giveaway day. There's surely going to be some fireworks :D


The Old Kings' Riddle

13 May 2017 - 08:55 PM

The five Old Kings of Thieves, RoopaMissyLady PainsworthAuric and Emperor Filon, decided to start raiding. Each of them entered a different league of players. Each King stole one gem. Each gem had a different colour. Each King used a different potion (gang, slowmo, ghost, disable trap or double gold) to steal their gem. Each King finished their league in a different position (1st, 2nd, 3rd, 4th or 5th). Each gem was also of a different tier (mine, small spiked, deep spiked, baby gold, deep gold).


After league is over, Geffi comes over and wonders about which King stole which gem colour, value, where they finished and with which potion. The Kings decide to only give Geffi some vague clues...


Roopa: "I can tell you a few things: I did not use a Gang of Thieves potion. I also didn't use a Slowmotion potion, because Emperor Filon did that. No, I used a better potion. Therefore, the position I finished at in my league was higher than the King who stole a purple gem. I also finished higher than the one who stole a small spiked gem (this is a different King as the one with the purple gem)!"

Missy: "I did not steal the deep golden gem. But the King who did, still did not manage to finish first in their league. Crazy, right? Auric and Emperor Filon stole the deep spike and baby golden gems, but I don't know who stole which."

Lady Painsworth: "Roopa stole a gem that was higher in value than the one I stole. Despite that, I finished my league in a higher position than he did. Also, the thief who placed fourth in their league (maybe it was me!) surely did not use Gang of Thieves or Double Gold potions."

Auric: "The thief who stole a red gem was the same King as the one who finished fourth in their league. The thief who stole a deep spike gem came in first or in third place in their league."

Emperor Filon: "Exactly two of the following statements are true:

1) The one who stole the yellow gem finished in second or in fourth place in their league.

2) The one who placed fifth in their league used either Slowmotion or Disable Trap as their potion.

3) Auric did not finish in first or in fifth place in his league, but he did use Gang of Thieves potion.

4) The small spiked gem that was stolen was either green, or stolen using the Ghost potion, but not both."

Lord Rastin decided to chip in a few hints as well, perhaps out of sympathy for the poor purple phantom.

Lord Rastin: "Nobody who stole a golden gem (baby or deep) used a Double Gold potion. Furthermore, the green gem was stolen by the King who finished one place higher than the King who used the Ghost potion. Lastly, the thief who used Disable Trap potion got wrong pick and only stole a mine gem. This unlucky King, however, still managed to get to first or second place in their league!"


Now the question is: which potion was used by which King to steal which gem of which colour and which tier, and which league position was accomplished for each?


29 April 2017 - 12:03 AM

Good evening, fellow thieves.


This work is not at all related to King of Thieves, but I figured I would post it here anyway, making my creative debut on the forums here and all ;)

It's an album of music titled Celestian. It's about an astronaut who ends up stuck alone in space living his last weeks of life out there.


I attempted to make a metal album that is rhythmically interesting, progessive and, well, all in all cool. But since I don't own a recording studio, I ended up making it completely chiptune style.

Check it out here and let me know what you think. ;)

Global Domination II

25 March 2017 - 11:25 PM

Good evening, fellow thieves.


It was a dark night, that night. The King of Thieves adjusted his position on his throne. It was made of solid gold, and other precious metals, with plenty of cushion made of the finest materials. It was stolen. Taken. Only three days prior, the great Lord Rastin was merely... a lord. But with great power, he argued, should come great responsibility. And for that reason, he overthrew the previous King. Bending the world to his will, he transformed the former King's most loyal servant into a ghost, casting him into a different, dark world, leaving nobody able to intervene.

He had stolen many goods. Raided many homes, and taken their valuables. Among them, his most precious set of items, were three crystal clear diamonds, worth probably most of his other jewelry combined.

But, he knew, others would come, and attempt to claim the throne. Others, from other lands. And for that reason, he decided, it was necessary to conquer the other lands. Become King of more than one land. He had to become King of every land.


In his endless greed and recklessness, Lord Rastin's empire soon fell to the hands of many other thieves, and his life took a miserable turn. Betrayed and overturned by his people, he bit the dust, and his kingdom had to make way to other, new ones. Mighty, prosperous ones, ready to do what ever it takes to claim as much power as possible, to rule what they believe must be theirs. These rulers are the governors of Global Domination.


This is the second incarnation of Global Domination. Many of its mechanics will be the same as the previous game, which can be found here. In particular, the spawning, movement and battling mechanics for units will be identical. And, much like the previous game, technology will be limited at first.


Start of the Game

The beginning of the game includes a mechanic called classes. Please read carefully.

-- Before the start of the first Turn, nobody occupies any land. There are only empty lands, indicated in white on the map.

-- Players may join the game by posting here and mentioning their preferred starting location. This is one unoccupied territory of choice, so long as it does not border directly against another player's starting location.

-- When starting, each player automatically obtains a Headquarter which will be placed at their starting location. In addition, each player begins with 6 ordinary troops to begin.

-- Until the game starts, players are allowed to change their mind about their starting position. However, when the first turn starts in which they are present, the position and the HQ are fixed.

-- This version of the game is intended for precisely 10 players. The game will not start before there are ten players, and no more players can join afterwards, unless (perhaps) a player becomes fully eliminated.

-- After all ten players are known, the previous game's winner, Sotherogue, will determine in which order the players may pick their class. There are five total classes. Each class may be chosen at most two times! Therefore, the last player to take a class will be left without choice.

-- Players will have enough time to change their starting location based on the class they chose, before the first Turn starts.

-- Each class has a certain perk. These perks are as follows:



You may propose ALLIANCE or PEACE, or declare WAR to any other player. (By default, players are at PEACE.) An ALLIANCE requires the agreement of the other player in the same turn before it is accepted. When declaring WAR on or proposing PEACE to another player, its effects will only start in the next turn.
Militaristic relationship with the other players is as follows:
 - Two ALLIED players will have an attack:defense troop loss ratio of 4:2 instead of the conventional 3:2.
 - When at WAR, both players will see a troop loss ratio of 2:2 (an eye for an eye).
The person holding this power is able to retract an ALLIANCE or WAR at any time, if it has been in effect for at least one complete turn. Other players cannot do this.


If you have not attacked any other player, have not expanded into any empty territory, and none of your territories have been overtaken by another player, then you will gain two additional troop in each HQ you control at the end of the turn. However, if you have attacked any other player, then you will lose one troop in each HQ you control at the end of your turn. (If neither situation occurs, nothing happens.)



If you have overtaken another player's territory this turn, then you will gain two additional troops in each HQ you control at the end of the turn. However, if you have not overtaken another player's territory, and you have not expanded into any empty territory, then you will lose one troop in each HQ you control at the end of your turn. (If neither situation occurs, nothing happens.)



For each 4 IP you gained at the end of your turn, you are awarded an extra IP. These bonus IP do not stack onto each other (so if you gained 16 IP normally, you would get 4 bonus IP and not 5).



You may make any trade of movable in-game items and units from any of your territories to any neighbouring territory belonging to another player, and that player to you, if that other player agrees to the same trade.
 - You may do this indefinitely often per turn, with any amount of players and territories, as long as supply is sufficient and the trading target territories are adjacent to the origin territories you trade from.
 - If the other player(s) propose a different trade than you, then neither trade will occur.
 - I will not disclose any party what trade they sent to me in their moves.
 - After the trade is complete, any units sent into another player's territory will become theirs, and any units they send into yours will become yours.
 - STASH items, diamonds, and other player-wide consumables and items (see below) can be used in a trade as well (they are considered present globally "in each territory").
-- In addition to the factions, each player will start with a certain amount of treasure: 3 diamonds. However, Sotherogue, as the winner of the previous game, will have one extra diamond. At the start of the game, these diamonds can be traded to me (the host) for secret STASH. If you do not spend these initial diamonds, any remaining ones will be lost, so please use them all. However, more diamonds might be obtainable throughout the game (with missions)... maybe. If so, earned/acquired/traded diamonds will stay indefinitely until spent.
-- The contents of player's stashes will not be made public.
-- The secret bonuses for your STASH are:
A. DYNAMITE: Costs 1 diamond each. A dynamite can be used on command to bombard any adjacent enemy territory to deal an instant damage equivalent of 4 troops. If the target territory contains a fortress, then the fortress is destroyed at once and 2 troops are killed immediately. This action counts as an attack.
B. CROP SUPPLY: Costs 1 diamond each. Employed at the end of your turn (after battle phase), every territory you own will gain one additional troop.
C. TRUCE TREATY: Costs 1 diamond each. When used, any attacks to and from your territories will not occur that turn.
D. SPY: Costs 1 diamond each. When used, you may send a spy into any player's headquarters. That spy will report back to you exactly which items are in that player's STASH. That other player will not be informed about this.



Movement is identical to the previous game. If you participated in it, there is no need to read through this section. New players, please read carefully.

-- Players can send me orders each turn. All orders from all players will be executed simultaneously!

-- Send me all your orders (except the wish to join the game) strictly in private! They are a secret, until they are executed. When the turn is processed, I will post all orders and the development of the board. Of course, please do speculate and discuss in this thread, form alliances, and more. You may even post your orders here, but I won't accept them; I only accept orders sent to me privately (in PM here or on Telegram (@Alucen)).

-- A turn will last at most 3 days. That is, if there is a player whom I haven't received orders from yet, I will wait until 3 days since the last turn. After that, the game will continue. However, if every participant has already given orders, I may start the next turn early to speed up the game a bit.

-- An order will consist of a series of movements from players. A turn consists of the following:

Part 1. Each player will obtain new armies. The total amount of new armies is equal to the amount of territories owned, divided by 3, rounded down, and with a bonus of 1, but with a minimum of 3 armies per turn (much like in ordinary Risk). For example, if you have 7 lands, you will get 3 troops, but if you have 9 lands, you will get 4, and if you have 16 lands you will get 6. These armies will spawn in Headquarters that the player controls. If a player controls more than one Headquarter, he may distribute them at will over them. If no distribution is specified, I will assume all armies spawn at the player's longest controlled HQ (usually the starting position). If the player controls no HQ, then the troops can spawn in a territory that the player controls the longest. If a player controls no territories, he will gain no new troops.

Part 2. Each player may move their units. There are three types of movements:

A: (Expansion) you may move units from a territory you control to a neighbouring territory you don't control. Hereby you make it your territory. If another player controls it, or tries to move into it at the same time as you, a battle starts! This process is described below.

B: (Distribution) You may move units from Headquarters to any connected territories you control freely.

C: (Relocation) You may move any amount of units from one (non-Headquarter) territory to one other territory that you already controlled at the start of the turn, of course as long as origin and target territories are connected in some way by territories that you control.


During the whole movement process, each territory you control must have at least one army in it at all times.

You may issue these commands in any order, but the reposition may only occur once per turn. If you forget to give any orders during a turn, then no armies will be moved, and you will obtain your new armies at the Headquarter you have under control the longest (so usually your starting position).


NOTE: You may move as many units to as many locations as you wish within one turn! There is no limit to the amount of orders you send me. As long as there is only one relocation order at most.

NOTE: When sending me your orders, it is sufficient to simply specify army count, origin territory and target territory. No need to specify movement type. If the movement is not allowed for some reason, I will tell you why.

NOTE: All movements which do not cause battles are performed before any battle takes place. (This rule may influence battle outcomes!)

NOTE: If there is a chain of invasions (e.g. one player moves from A to B, another from B to C, and another from C to D) then the chain is processed in reverse order from D to A. So, the attack from C to D comes first. This order is consistent with the case where the move from C to D was not an invasion but just an expansion.

NOTE: In case of a closed loop (one player moves from A to B, another from B to C, and another from C to A) then whoever sent me their movements first wins the tie-breaker and his moves are executed first. From there on, the loop is processed in reverse order like in the above rule. (Note that coming in first with the moves does not necessarily mean it is beneficial, or not, so it is really just a way to make sure the game is deterministic.)

NOTE: If two territories attack each other, it will be considered a skirmish and both players will lose an equal amount of troops. If one party has remaining troops that he wished to attack with, then his invasion will continue on after the skirmish finishes.

NOTE: Moves that don't cause a battle are always performed before battles. So, if a player moves 9 out of 10 units from A to an empty territory B, and another player comes setting in with 6 armies from C to attack A, then there will only be 1 defender left, and territory A will be overtaken.

NOTE: You may continue expanding from a territory you expanded to this turn (so, you may expand two territories "deep" within one turn). However, if the first expansion does not succeed (due to a skirmish leading to failure) then the order for further expansion will be ignored.



The battles are identical to the previous game. If you participated in it, there is no need to read through this section. New players, please read carefully. (The only change is the ability to rejoin after complete elimination.)

As specified above, a battle may occur if two or more players try to occupy the same territory in one turn. There are two possible scenarios:

A: (Skirmish) At least two players attempt to move into the same unoccupied territory: Whoever is moving the most armies wins the battle, and occupies the territory. The losing player(s) lose all the armies that they attempted to move into the territory. The winning player loses an amount of armies equal to the maximum of what the other player(s) lost (so it's a 1:1 ratio). If there is a tie for the winner, then all tied players lose all their armies and the territory remains unoccupied!

B: (Invasion) One player attempts to invade a territory occupied by another player: Since the territory is already occupied, the player who controls it is automatically able to defend their position. As long as the attacker has at least 3 troops and the defender has 2 troops, then the attacker loses 3 for each 2 troops defeated (so a 3:2 ratio). If either the amount of attacking or defending troops is lower, then both armies lose equal amount of troops until at least one of them is completely eliminated. In case of a tie, both armies are completely defeated and the territory becomes neutral. Examples of attacks:

att.  def.  results
1     1     both lose their troop
2     1     attacker has 1 troop remaining and occupies the new territory
3     1     attacker has 2 troops remaining
2     2     both lose all troops
3     2     both lose all troops
4     2     3:2 subtracted first; attacker wins with 1 troop remaining
5     2     3:2 subtracted first; attacker wins with 2 troops remaining
5     3     3:2 subtracted first, leaves 2v1; attacker wins with 1 troop remaining
20    9     3:2 subtracted four times, leaving 8v1; attacker wins with

NOTE: There may be modifiers that change this rule. For example, a diplomat who has declared war on another player will have different ratios of attack.


Influence Points

Players obtain influence points at the end of each turn (after all orders are executed) by the following rule:

1. Armies: for each 10 armies that you own on the world map, you will gain one influence point.

2. Headquartersfor each Headquarter that you control, you will gain four influence points.

This means that, at the end of the very first turn, when the players spawn, they will immediately get four points. Then, if they save up armies for two turns without losing any (passing the 10 mark) and without losing their HQ they will start getting five points per turn.

3. Missions: many missions will provide bonus Influence Points after completion.

IP may be used to build certain constructs or force other certain events, and are the main source of scoring, besides map presence.