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Beatles Bible Heal/Hurt Game Rules (Please read, some differences to standard rules)
18 March 2014
1.03pm
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Ron Nasty
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The standard version of the Heal/Hurt is quite simple.

A list of connected items is created and each is given a score of 5. Players then Heal (+1) and Hurt (-1) items from the list until only one remains.

For our forum we created a more defined set of rules, some of which vary from how the game is played elsewhere.

CREATING A GAME

Anybody is welcome to create a game. However, should you create a game, we request that you do not create another until your current game has finished, or has had no turns taken in it in four weeks. If two or three players have a dozen games that they’ve created playing at the same time, they can swamp the other activities on the forum, and make it appear to visitors that all we do is play Heal/Hurt games.

THE LIST

The best length for a list is around ten items. Lists should be no shorter than seven items. Lists should be no longer than twenty items. Lists should not be split into shorter lists to make mini-games within a game — for instance, a list of twelve items, divided into four three item lists, each played separately, with a play-off between the winners of those mini-games at the end.

TURNS

Games require a minimum of three players, and at least two players must have taken a turn after yours before you take another turn. So, instead of
Player 1 — Player 2 — Player 1
it should be
Player 1 — Player 2 — Player 3 — Player 1.

This is to prevent two players deciding between themselves which item will leave the list next, especially when no-one else is around to interrupt them.

If you have, say six people playing a game, and at a quiet time on the forum, only two are on and decide that by taking alternate turns, they will remove something that they both agree on, they are taking advantage of an opportunity to alter the natural course of the game.

DEFEATED

Most of these games just drop an item from the list once it reaches zero. Here, at the Beatles Bible, we do not. As items are removed from being voted for, they go onto a “Defeated” list (or as some are calling it, an “Obliterated” list).

The “Defeated” list appears below the list of those still in play, and allows people to follow peoples preferences, and how “voting” has progressed. When an item is moved to the “Defeated” list, the date of its move should be noted.

THE LAST STAGES OF THE GAME

This is the biggest change to the game we made here, and was made to prevent the deadlock that we found in the first game. It occurs at three different points, depending on the length of the list.

A list of 10 items or fewer — the last three items;
A list of 11 to 15 items — the last four items;
A list of 15+ items — the last five items.

When this point is reached in a game, the Heal and Hurt changes. Instead of +1, -1, Heal remains +1, but Hurt becomes -2.

It can be a good idea to add a running total of the overall score at the bottom of the voting list at this stage, as the total should drop by one point on each turn.

There is one exception to this rule, and that is when only a -1 is needed to remove an item from the list, in that instance only, your Heal should be +2.

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The Beatles Bible 2020 non-Canon Poll Part One: 1958-1963 and Part Two: 1964-August 1966

18 March 2014
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Ron Nasty
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@Starr Shine? @Be Sharps @IveJustSeenAFaceo @Maxwell Edison MD @Mr Bellamy @Mr. Kite @onlyasouthernsong @TheOneBeatle @xskelterhelterx 

Please read the above, if I’ve missed anyone, please let them know the official rules are now up.

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The Beatles Bible 2020 non-Canon Poll Part One: 1958-1963 and Part Two: 1964-August 1966

18 March 2014
2.53pm
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Starr Shine?
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Thanks for the rules it will really help break up stalemates

Now all I need to do is find and ally soon or else Piggies will perish!

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18 March 2014
3.34pm
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Mr. Kite
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@Ron Nasty I think the rules are good, but the Last Stages sounds as if could get confusing, especially since addition errors are made with the usual +1/-1.

Since that seems to be a fix for the large amount of points accumulated by the list items at that point, I would suggest starting with 5 (the merit of which was discussed at the beginning of the Revolver Hurt/Heal) so this doesn’t happen, while keeping the other rules as they are.

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18 March 2014
6.11pm
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meanmistermustard
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Can we change the title of the thread to include Hurt/Heal so new and current folk know what this is relating to. I initially thought this was in relation to the rules of the forum not just the game.

Thanks for the new rules and clarity of the others.

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18 March 2014
8.17pm
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IveJustSeenAFaceo
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Only thing is that lists of more than 10 items should have to start with 5 points.

And lower amounts can start with 5, but they don’t have to.

Other than that, looks good.

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18 March 2014
9.22pm
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Von Bontee
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Haha there’s no WAY I’m gonna be hunting for addition errors when these new rules come into effect! (Fair warning.) It’s time-consuming enough even knowing that the points total should always equal 70 or 120 or whatever. Knowing that the totals are going to properly decrease by 1 each time as the games near their conclusion adds a level of complexity that would drive me insane.

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18 March 2014
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Mr. Kite
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Von Bontee said
Haha there’s no WAY I’m gonna be hunting for addition errors when these new rules come into effect! (Fair warning.) It’s time-consuming enough even knowing that the points total should always equal 70 or 120 or whatever. Knowing that the totals are going to properly decrease by 1 each time as the games near their conclusion adds a level of complexity that would drive me insane.

@Von Bontee Which is why I think we should keep most of these rules but start all with 5 and just keep normal addition/subtraction…

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18 March 2014
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Von Bontee said
Haha there’s no WAY I’m gonna be hunting for addition errors when these new rules come into effect! (Fair warning.) It’s time-consuming enough even knowing that the points total should always equal 70 or 120 or whatever. Knowing that the totals are going to properly decrease by 1 each time as the games near their conclusion adds a level of complexity that would drive me insane.

I think the +1 -2 should be for emergency only like an epic stalemate

 

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18 March 2014
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Mr. Kite
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Annadog40 said

Von Bontee said
Haha there’s no WAY I’m gonna be hunting for addition errors when these new rules come into effect! (Fair warning.) It’s time-consuming enough even knowing that the points total should always equal 70 or 120 or whatever. Knowing that the totals are going to properly decrease by 1 each time as the games near their conclusion adds a level of complexity that would drive me insane.

I think the +1 -2 should be for emergency only like an epic stalemate

 

I get where you’re coming from, but we can’t have rules that apply sometimes or else that defeats the purpose of setting up rules… 

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18 March 2014
9.32pm
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Annadog40 said

Von Bontee said Haha there’s no WAY I’m gonna be hunting for addition errors when these new rules come into effect! (Fair warning.) It’s time-consuming enough even knowing that the points total should always equal 70 or 120 or whatever. Knowing that the totals are going to properly decrease by 1 each time as the games near their conclusion adds a level of complexity that would drive me insane.

I think the +1 -2 should be for emergency only like an epic stalemate  

I get where you’re coming from, but we can’t have rules that apply sometimes or else that defeats the purpose of setting up rules… 

 

Ya with player1 player2 player3 player1. . . Thing going on there should be no reason for stalemate fun

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18 March 2014
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Mr. Kite
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Annadog40 said

Annadog40 said

Von Bontee said Haha there’s no WAY I’m gonna be hunting for addition errors when these new rules come into effect! (Fair warning.) It’s time-consuming enough even knowing that the points total should always equal 70 or 120 or whatever. Knowing that the totals are going to properly decrease by 1 each time as the games near their conclusion adds a level of complexity that would drive me insane.

I think the +1 -2 should be for emergency only like an epic stalemate  

I get where you’re coming from, but we can’t have rules that apply sometimes or else that defeats the purpose of setting up rules… 

 

Ya with player1 player2 player3 player1. . . Thing going on there should be no reason for stalemate fun

That’s what I was thinking

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18 March 2014
11.35pm
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Out of interest, when do these rules kick in?

All new hurt/heal games, all from today when the rules were put up?

I agree with the others that the games should start at 5 points as otherwise they go on for week after week before it gets anywhere near the end, possibly resulting in players losing interest in them before any inroad is made and new ones being created.

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19 March 2014
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meanmistermustard said
Can we change the title of the thread to include Hurt/Heal so new and current folk know what this is relating to. I initially thought this was in relation to the rules of the forum not just the game.

Thanks for the new rules and clarity of the others.

@meanmistermustard @AppleScruffJunior @mrkite 

Title change completed. Does it look o.k.?

 

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19 March 2014
1.19am
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Ahhh Girl said

meanmistermustard said
Can we change the title of the thread to include Hurt/Heal so new and current folk know what this is relating to. I initially thought this was in relation to the rules of the forum not just the game.

Thanks for the new rules and clarity of the others.

@meanmistermustard @AppleScruffJunior @mrkite 

Title change completed. Does it look o.k.?

 

Fine by me. Thank you.

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19 March 2014
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Ron Nasty
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I understand the argument about the starting score and see the sense of it. Having not really paid too much attention to the current crop of games, I hadn’t actually noticed that the majority are being played with a starting score of 5. I have made the necessary amendment.

Regarding the changes for the last stages of the game, they were introduced because – and altering how often a player may take a turn doesn’t change this – as you get down to fewer choices, the list virtually stopped moving, as one player’s turn reversed another player’s turn. When you are down to a last few, and people have strong opinions about what is their favourite, it happens. And when there is no movement happening, people get bored.

When the scoring change was adopted, it actually prevented that happening, and kept up momentum. It was also easier than it might seem when written down.

Ultimately, it will be the choice of those playing whether they adopt it or not. I would suggest playing out these current games without its use, and then considering if it would serve the purpose it was intended for. Nor do I think Annadog40’s suggestion that it could be invoked should a game stall is a bad idea.

I am pleased to see that the rules have generally been welcomed though.

I see no reason why the Turns changes cannot come into play immediately.

Thanks for the change to the title, AG. I hadn’t thought it necessary since it was going into the Heal/Hurt sub-forum, but obviously there was room for confusion.

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19 March 2014
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Von Bontee
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Yeah, I remember that epic battle between “Helter Skelter ” and “I Saw Her Standing There ” last year went on so long that it turned into a farce…a couple of us finally flip-flopped and transferred our support to “Helter Skelter ” just to end the damn thing.

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19 March 2014
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Mr. Kite
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Ron Nasty said
I understand the argument about the starting score and see the sense of it. Having not really paid too much attention to the current crop of games, I hadn’t actually noticed that the majority are being played with a starting score of 5. I have made the necessary amendment.

Regarding the changes for the last stages of the game, they were introduced because – and altering how often a player may take a turn doesn’t change this – as you get down to fewer choices, the list virtually stopped moving, as one player’s turn reversed another player’s turn. When you are down to a last few, and people have strong opinions about what is their favourite, it happens. And when there is no movement happening, people get bored.

When the scoring change was adopted, it actually prevented that happening, and kept up momentum. It was also easier than it might seem when written down.

Ultimately, it will be the choice of those playing whether they adopt it or not. I would suggest playing out these current games without its use, and then considering if it would serve the purpose it was intended for. Nor do I think Annadog40’s suggestion that it could be invoked should a game stall is a bad idea.

I am pleased to see that the rules have generally been welcomed though.

I see no reason why the Turns changes cannot come into play immediately.

Thanks for the change to the title, AG. I hadn’t thought it necessary since it was going into the Heal/Hurt sub-forum, but obviously there was room for confusion.

If we’re keeping it in the rules then Anna’s suggestion should work well… And thanks for the point amendment…

Is everyone happy with the rules now?

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