From: Trust development in online competitive game environments: a network analysis approach
Initial situation HP (health points): 3 AP (action points):0 Range (action radius):2 | Effects per day (timing may vary)â‹… all players with 0 HP can vote to haunt a player â‹… all players who are not haunted receive 1 APâ‹… a heart is dropped at a random tile; a player moving on the tile gains 1 HP | Effects on defeat (reduction of a players HP to 0)â‹… the AP of the defeated player goes to the one who conquered him/herâ‹… the defeated player joins the ghosts and can vote to haunt | Victory conditionall player but one have 0 HP |
Possible Action | Cost | Target | |
Move 1 square | 1 AP | Self | |
Shoot (reduce the HP of player in range by 1) | 1 AP | another player | |
Add a heart | 3 AP | Self | |
Upgrade range | 3 AP | Self | |
Revive | 1 HP | Another defeated player | |
Transfer 1 AP | 1 AP | Another player |