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Chapter two

Scoring

Two numbers follow you around: points, which reward turning up and winning, and rating, which only cares who you beat. This chapter explains both, including the arithmetic.

Rules
7
Read
8 min
Systems
2
Maths
A little
2.1

Two systems, on purpose

Points answer “who has had the best season”. Rating answers “who is actually any good”. They disagree often, which is the point: the person who plays every week tops the table, the person who only shows up and wins tops the rating.

System A
League points
RewardsWinning, and playing at all.
MovesUp only. Never down.
ResetsEvery season.
System B
Rating
RewardsBeating people better than you.
MovesBoth ways, by small amounts.
ResetsNever. It is your whole record.
2.2

League points

Awarded per game played, not per evening, and scaled by how many people you beat: a win in a five-player game is worth more than a win in a three. Each game carries a points-per-player figure, so a three-hour epic can count for more than a filler.

2.3

Rating

Everyone starts at 1000. The winner's gain is worked out from their rating against the average of everyone else at the table, so beating people rated above you is worth more than beating people below.

The rest of the table shares it out. Second gains a third of what the winner gained, third stays where it is, and from fourth down players lose, the last place most. No loss is bigger than the winner's gain, or bigger than 20 in one game. A two-player game has no middle, so it is a straight win and loss. In a game only the winner wins, everyone else shares the winner's gain as a loss between them. Players who tie share a place and take the same change, and a game everybody ties moves nobody.

It is also weighted by the game: beating three people at Scythe moves it more than beating the same three at Anomia, because the heavier game says more about you.

Azul · 2 players · Priya beats Tom
Priya11941203
Tom11921183
Δ ±9 · expected 50.3% · K = 25 × 0.75 for a light game
Fig. 2.1Two evenly matched players at a light game, so the winner takes about half of the most one game can move a rating.
2.4

The ladder

Eight named ranks, so a rating means something to people who do not want to think in hundreds. Your climb shows your rank, how far through it you are and exactly how much rating the next one needs; nothing else changes when you climb.

Archmeeple1400 +
Cardslinger1300–1399
Dicecaster1200–1299
Tokenmaster1100–1199
Roller1000–1099
Shuffler900–999
Unboxer850–899
Rotbu0–849
Example

Mara is on 1088: a Roller, twelve rating short of Tokenmaster, which is roughly one win over Tom. She has mentioned this to Tom.

2.5

Seasons

At the end of a season, points go back to zero, the table is archived with a winner on it, and ratings carry on untouched. Nothing is deleted, ever. Old seasons stay readable and citable, and every game your group played more than three times that season gets a champion of its own.

2.6

Badges

Twenty-five of them, awarded automatically and without flattery. They are worth no points. Each is a struck medal whose shape says what it is for, whose metal says how far up that family you have climbed, and whose emblem grows with the milestone.

Example

One meeple becomes a table of three, then earns a star and a crown. One flame becomes three. A cup gains a star, then becomes a crown.

One medal is not earned at the table. Patrons get a Patron medal, an eight-pointed star in a metal no earned badge uses. It unlocks nothing, deliberately; Chapter 7 explains why.

2.7

Disputes and undo

Undo is there for when someone miscounts, which they will: live scoring steps back through every change, and redo puts them back. Once a result is saved, a group admin can correct it or delete it, and the table and every rating are recalculated from scratch, so nothing drifts. Deleting asks first and names the game, the night and the winner, so the wrong one is hard to remove by accident.

See also 1.4 on recording results, and Chapter 3 for the questions this raises at about 11pm.

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