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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.

Global Domination

21 December 2016 - 05:11 PM

Good afternoon, fellow thieves.


For well over a year, it has been possible to steal gems from each other in King of Thieves. However, there is no way to truly take over totems, or other areas of land, or technology or such. Therefore, I have designed a global domination game (bearing similarity to games such as Risk and Diplomacy), in forum game format!


Before participating, please carefully read the rules. Note: this is a new game, and I might make errors or perhaps some rules make little sense or are overpowered. Discuss with me if you think there should be a big change.


These rules are fairly simple in practice, although they sound complicated at first. The reason it sounds so complicated is because there are some exceptions and special circumstances that need to be specified. These are mostly specified in the NOTEs.





















The map I designed is shown below. The territories have been labeled by a plain number for your convenience. As the game progresses, I will update the picture.

Territories with a gray line between them are connected by sea. Note that territories and 44 are connected!


NOTE: Make sure to clear the browser cache and refresh the page by pressing CTRL+F5. That way, you ensure that the latest version of the map is shown.



Jedi Mind Tricks

17 October 2016 - 11:04 AM

Good afternoon, fellow thieves!


Are you a Jedi? Or a Jedi pupil? Do you have a wish to control the mighty spinner with the Force and get luck to be in your favour? Then I know where to go: Jedi Mind Tricks!  B) 


My alt account has been managing this little fun guild.

For the next season, some new slots are opening up.

I want to take the guild to new heights. But you are probably interested in the stats. So here goes:


 - We currently have 103 medals.

 - We are a level 20 guild with 370 M in gems.

 - There are currently no open slots.


Jedi Mind Tricks is an active guild, looking for active thieves. The only true expectation is participation and some amount of skill, but to get a better impression, our requirements are as follows:


 - Have at least 4,000,000 in total gem value. Preferably more! We aim on hitting global top 50 as soon as possible!

 - Be active each round and score an average delta of at least about >50,000. Sometimes we'll be selling and demoting strategically, but we want each of our fellow thieves to be able to get some delta.

 - Try each other's gems for retrieval. It's what makes a team.

 - Be active on Telegram. We have a guild chat there for communication and find it very important.


Of course, if you're a stronger player, we'll always still want you in :P We're friendly people playing to have fun and win seasons.


Are you interested? Reply to the thread or send me a PM. Have a wonderful day. :)

Music Contest #2: Revenge Edition

05 September 2016 - 02:46 PM

Good afternoon, fellow robbers. It has been some time since the Music Contest ended, and it appears that people are interested in a second edition!


Now, if you came in second in the first contest, or were unhappy with the result... now, you will be able to get sweet revenge, much like in King of Thieves! Unfortunately, a retrieve option for awarded points is not possible... ;)


The rules of this contest are essentially the same as the previous contest, except for a new feature to manipulate votes, which I will call morbs as short for "music orbs". This is to suit the theme of KoT. Of course, there's nothing in this contest referring to actual in-game orbs.


Please read the rules about them carefully! Of course, ask me any question you might have.


Without further ado, here are the rules!


eyebit.png  Signing Up & Suggesting

-- Everyone is free to join. But you must enter the contest before the deadline for sign-ups. This date is set to Friday, September 23rd, 20:00 (UTC).

-- Joining the contest is done by suggesting 1 up to 4 songs in this thread. The procedure of doing so can be found below. It is recommended that you post 4 suggestions.

-- A song suggestion must contain at least the following information:

    -- artist(s) or: composer and performer

    -- name of the song

    -- length of the song

    -- a publicly accessible link to the song (YouTube links are preferable)

Of course, any additional information is welcomed! Feel free to tell us about your motivation, nostalgia and other reasons for suggesting, or background information about the song.

-- Your song may not be suggested before by someone else, nor in the previous music contest! Only new songs are allowed.

-- I will scramble your four songs randomly into the four rounds. If you wish to have your songs placed in specific rounds, specify a numbering or sorting of your songs (for example by labeling them #1, #2 etc.).


eyebit.png  Voting

-- A voting round consists of one week in which you may send me your votes. Unless you have a very good reason which you have told me in advance, no late votes will be counted!

-- A legal vote consists of at least 5 ordered songs which represent your personal #1, #2, #3, #4 and #5. Of course, you are not allowed to vote for your own songs.

-- You may include more than 5 songs in a vote if you wish.

-- In addition to your normal votes, each contestant starts the contest with a total of 50 morbs which may be used to boost songs (see the Scoring section below).

-- A vote must be sent to me privately; you can send me a PM here on the forums or contact me on Telegram (@Alucen). Posting a vote publicly will invalidate them!

-- If a vote is illegal, incomplete, unclear or otherwise lacking, I will not count the vote. I will ask you to correct your vote. If you fail to do so on time, your vote won't be counted.


eyebit.png  Scoring

-- The score table is as follows:

    -- #1: +7 points

    -- #2: +5 points

    -- #3: +4 points

    -- #4: +3 points

    -- #5: +2 points

    -- Any other songs you vote for will get a consolation +1 point.

-- Your own song(s) will automatically get a +7 point bonus if you vote! So, voting is highly recommended.

-- Morbs may be used to further manipulate your votes. You may spend orbs to do the following in normal rounds:

    -- 1 morb can add +0.2 point to any song that is not your own;

    -- 1 morb can add +0.1 point to any of your own songs.

-- However, in the Finals Round, you will be unable to boost your own songs with morbs. You can only spend them to boost other people's suggestions.

Example: if you truly want one of your songs to hit the Finals, you may spend all 50 morbs on your suggestion to give it another 5 point bonus. Of course, if you truly love someone else's song, you can spend all 50 morbs to give another person's suggestion a whopping 10 point bonus.

-- Your morbs will carry over to the future rounds. So if you spend 10 morbs in the first round, you'll keep the 40 remainings morbs for the next.

-- For each "non-morb" point that your song obtains in a round from other contestants (so the ones acquired through the normal voting process), you will be awarded 1 morb to use in the next rounds. So, it is possible to save up morbs (as long as your suggestions do well, of course). So, either spend your morbs, or save them to use them all at once. Manage the morbs wisely!

-- The TOP 3 songs of each round will pass on to the Finals Round. This is, of course, what it's all about! The winner of the Finals Round will be the winner of the contest!


eyebit.png  Tie Breaking

Two or more songs might end up obtaining the exact same amount of points. There will be tie-breaker rules to identify the winner. These are essentially the same as the rules I employed in the previous contest:

Step 1: Disregarding orb bonuses, sort the score from largest votes to lowest. For example, Alice's song can obtain 20 points with key [7,7,3,2,1], and Bob's song can also get 20 points with key [7,5,4,2,2]. To determine the winner, compare the list from left to right, and as soon as element has a higher number than the other person's element, that song wins. In this scenario, Alice's top vote is 7 as well as Bob's, so the second vote is considered. Here, Alice has another 7 and Bob has a 5. Therefore, Alice wins the tie-break.

Step 2: If step 1 doesn't result in a winner, then the keys are the same; suppose Alice and Bob both have votes [7,7,3,2,1]. Then consider the votes the tied contestants gave to each other's songs, including any morb bonuses. If Alice gave Bob a 3.4 but Bob gave Alice a 7, then Alice's song will win.

Step 3: If Alice and Bob gave each  other the same amount of points, then the two songs are truly tied. In this case, their songs will both be considered as if they won the tie break.

NB: In the rare event that more than two songs have the same voting key and Step 2 yields an improper ordering (Alice wins from Bob, Bob wins from Chris but Chris wins from Alice), then all songs that are involved in the improper ordering will be considered as if they got the best position in the ordering.


eyebit.png  Calendar

All times are in Coordinated Universal Time (UTC).

-- Now until Fri. September 23rd, 20:00: Suggestion Phase

-- Fri. September 23rd, 21:00 until Fri. September 30th, 20:00: Round #1

-- Fri. September 30th, 21:00 until Fri. October 7th, 20:00: Round #2

-- Fri. October 7th, 21:00 until St. October 15th, 20:00: Round #3

-- Sat. October 15th, 21:00 until Sat. October 22th, 20:00: Round #4

-- Sat. October 22th, 21:00 until Sat. October 29th, 20:00: Finals


Have fun :D

Corrupt (Top 50 Guild)

18 August 2016 - 11:47 PM


Flag image made by Rashed125 of Corrupt


Good evening, ladies, gentlemen, giant turtoises, pan-dimensional lab mice and other vaguely describable robbers.


A guild called Corrupt is attempting to attract new, greedy thieves to their dark lair in the shadows.

Corrupt are a friendly, competitive top 50 guild with enough gold medals and total gem value to be a level 20 guild.


Now, you may ask: which creatues need I sacrifice to join this society of vile thieves?

None, fortunately, although that doesn't necessarily mean we will turn them down. We're a greedy bunch, after all.


But, we do want a few things of you to be able to join this selective club of evil criminals. These requirements are as follows:


 - Have a minimum amount of (around) 6,000,000 total gem value stored somewhere in your account. It may be stached in your grandmother's house or in your own basement. We don't care, as long as it counts to your total.

 - There are no strict delta requirements, but we expect you to be able to help out in guild battles when we need it and get a decent delta (>100,000).

 - We prefer if you can speak English. I'm going to assume you, careful reader, satisfy this request, so don't worry about this one.

 - We would like it if you have Telegram. We use it for easy communication.


Are you interested, and do you satisfy these humble requests? Then post here, or send me a personal message here or on Telegram (@Alucen), or contact Got Corbin on Telegram (@gotcorbin), and we'll work something out.


We will soon have 6 spots open. But even when these spots are filled, we will always be looking for the crème de la crème of thievery.


Join the dark side. We have cookies.