Shifumiz
Rock, paper, scissors - as a card battle. Climb the Muniking’s ranks and become a Master.
Where to find it
- Press the Muniking in the palace’s Throne Room. He sits in the red armchair to the left of the throne.
- Or challenge someone: open their menu and press Shifumiz.
Prizes
- Weekly #1
Credits Surprise Boxfor the top of the week
- All time #1
Shifumiz Gold Aurayours for as long as you are first of all time
- All time #2
Shifumiz Silver Aurayours for as long as you are second of all time
- All time #3
Shifumiz Bronze Aurayours for as long as you are third of all time
- A match: 40 XP for a win, 10 XP if you did not win (10 times a day each).
- Earn a medal: 5, 10 or 15 gems, once each.
- Do today’s challenge: 10 gems, once a day.
- My cards: 15 gems for every card of a hand, 50 more for all 36.
Leaderboard
How to play
- Pick a match: duel another player, or train with a Royal Guard when nobody is around.
- You hold 5 cards. Each card has a hand (rock, paper or scissors), a number from 1 to 12 and a colour.
- Every round, you and the other side each put one card down in secret. Then both are turned over.
- Rock beats scissors, scissors beats paper, paper beats rock. Same hand? The higher number wins.
- Win the round and you keep your card. Then you both draw a new one.
- Win the match with a set of 3 kept cards in 3 different colours: three of the same hand, or one of each hand.
Scoring
- There are two leaderboards. This week: a won duel gives 3 points, a draw 1. All time: your rank points.
- Rank points: 5 for a won duel, 2 for a draw, 1 for a lost duel you played to the end. You never lose points.
- Training with a Royal Guard: 6 points for a win, nothing for a loss. Now and then a Shadow Warrior turns up instead: beat it for 8.
- Training does not count on the week’s leaderboard.
The story
Munidark wants the island. The Muniking is looking for warriors, and his Royal Guards train them. Climb the ranks, then beat the Muniking himself to join the best of his troops.
The battle
- A match is a real battle: your character and the other one face each other on the Muniking’s red mat.
- When the cards turn over, the winner jumps in and the loser is knocked back.
- A hypermood card that wins plays its hypermood on the other fighter: a giant mallet, a UFO, fire...
- Win the match and your character hops. Lose and it sits down.
Hypermood cards
The cards numbered 1 and 2 wear a gold bolt. Each one is a hypermood. They are weak in number, but when one wins its round, its hypermood hits. Everybody has the same six.
- MalletRock 1The other side loses the card they won last.
- WeightRock 2The other side’s next card counts 2 lower.
- FartPaper 1The other side’s highest card is thrown out of their hand. They draw another.
- UFOPaper 2You take the card the other side won last. It is yours now.
- FireScissors 1The next card the other side wins a round with is burnt. They do not keep it.
- LightningScissors 2Your next card counts 2 higher.
- Good to rememberA changed number lasts one round, and only matters when both sides play the same hand. The game shows it as +2 or -2 on the table.
The ranks
Everyone starts as a Recruit. Your points move you up, and they are never taken away. The first ranks come quickly; each step is about twice as long as the one before. Reaching Champion takes about 13 hours of duels. A training win counts for more than a duel win, so training gets you there a little sooner.
- Recruit0 pointsWhere everyone starts. The Royal Guard goes easy on you.
- Cadet10 pointsYou have found your feet: two wins against the Royal Guard.
- Squire30 pointsYou know the sets.
- Guard80 pointsThe Royal Guard starts to think about his cards.
- Soldier190 pointsHalf of the ranks are behind you. The steps get longer from here.
- Knight430 pointsOne of the good ones.
- Captain970 pointsThe Royal Guard now watches your kept cards too.
- Champion2,000 pointsThe last rank. You may now face the Muniking.
Face the Muniking
- You only meet the Muniking at Champion. The lobby then shows "Face the Muniking". This is the trial.
- He plays his best, and his cards are one stronger than yours: his numbers go from 2 to 13.
- Beat him and you are a Master, for good. Lost? Try again as often as you like.
- A Master can still face him again, just for fun.
At the table
- The same cards for allFairEverybody plays with the same 36 cards, shuffled - hypermood cards too. Nobody has a stronger deck.
- Colours matterA set needs 3 different colours. Each colour also has its own small shape, so you can tell them apart.
- The clock15 secondsIt ticks for the last 5 seconds while your card is not down.
- Connection lostIf a player’s connection drops in a duel, the game waits for them, up to 30 seconds. Once a match.
Playing other players
- Duel: press "Duel another warrior". You are matched with the next player who does the same. You can keep walking around while you wait.
- Challenge: press Shifumiz in a player’s menu. They get a card to accept or decline.
- Rematch: after a duel, both press Rematch to play again.
- Quick lines: say "Good luck!", "Nice card!", "Oops!" or "Good game!" with one press.
- Watch a duel: the lobby lists the duels being played. Press one to watch it. You never see a player’s hand.
Medals
Win duels against other players and you earn medals, with gems. Each medal gives its gems once.
- Bronze5 gems5 duels won.
- Silver10 gems25 duels won.
- Gold15 gems100 duels won.
My cards
Collect all 36 cards. Press "My cards" in the lobby to see your album.
- Win a round with a card and it joins your album. Training counts too.
- All 12 cards of a hand (rock, paper or scissors): 15 gems, once for each hand.
- All 36 cards: 50 gems more.
- Cards are never sold, and the album does not change your deck. Everybody always plays with the same cards.
Today’s challenge
Every day there is one small goal. Do it and you get 10 gems. Tomorrow there is a new one. Training counts too. It is one of these:
- Win a match.
- Win a match in 5 rounds or fewer.
- Finish 3 matches.
- Win with three cards of the same hand.
Good to know
- 15 seconds a round. Run out once and one of your cards is played for you at random. Run out twice in a row and you lose.
- Giving up, a timeout or leaving counts only after 3 rounds. Logging out is a loss.
- No set after 20 rounds? The side with more kept cards wins.
- Your first 3 duels a day against the same player count. After that you can keep playing, for fun.
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