Bitcoin Forum
June 25, 2024, 04:58:55 PM *
News: Latest Bitcoin Core release: 27.0 [Torrent]
 
   Home   Help Search Login Register More  
Poll
Question: Which Coin miners gave the most coins away to other people?  (Voting closed: May 28, 2013, 07:19:27 PM)
BTC - 0 (0%)
LTC - 1 (25%)
FTC - 1 (25%)
CNC - 0 (0%)
NAMECOIN - 0 (0%)
WDC - 0 (0%)
GOLDCOIN/GLDCOIN - 0 (0%)
BTE - 0 (0%)
MNC - 0 (0%)
PPC PPcoin - 0 (0%)
PXC Phenixcoin - 0 (0%)
TRC Terracoin - 0 (0%)
DVC Devcoin - 0 (0%)
PPC PPcoin - 0 (0%)
JKC JKC - 0 (0%)
NVC NovaCoin - 0 (0%)
PWC Powercoin - 0 (0%)
GMC Gamecoin - 2 (50%)
DGC DigitalCoin - 0 (0%)
FTC2 Feathercoin2 - 0 (0%)
FRC Freicoin - 0 (0%)
BBQ - 0 (0%)
Doubloons - 0 (0%)
IXC IxCoin - 0 (0%)
Other - 0 (0%)
Total Voters: 4

Pages: [1]
  Print  
Author Topic: GMC Gamecoin  (Read 602 times)
AZIZ1977 (OP)
Hero Member
*****
Offline Offline

Activity: 504
Merit: 500



View Profile
May 21, 2013, 07:19:27 PM
 #1

Which Coin miners gave the most coins away to other people?
Armis
Hero Member
*****
Offline Offline

Activity: 588
Merit: 501



View Profile
November 01, 2014, 12:39:36 AM
 #2

Now accepting GMC donations for the following project:

http://game4commit.gamers-coin.org/projects/37


Free Armis Board Games To Public Library
This project is for the funding of 1 free Armis board game to every public library with a game room.

This is a crowd funding project is created to fund an initiative that would fund the purchase and delivery of one Armis board game to every public library that has a game room and wants the game.

The cost of each game is $35 the average shipping cost is $15. As such the total cost per game is expected to be $50 to any library in the world.

To learn more about Armis visit www.ArmisGame.com

Critical Thinking With Armis

Strategy games rely on a player’s mental capacity to outwit his opponent, this differs from most other games that primarily rely on luck (roll of the dice, and/or pick of a card) to win. Brain games are often distinguished from strategy games in that they focus on static information you may know, and how fast you process it. Strategy board games are affectionately called brain games because they are often accompanied by lots and lots of meaningful thinking.

Checkers, and warri (also called mancala) are perhaps the most basic of strategy board games, these games are played more for fun than competition so they don’t often get to enjoy the ‘strategy game’ cache. In both games all of the individual player pieces essentially have the same power, duty, and movement ability.

The board game called “Go” is very similar to checkers and warri in the power, duty, and movement ability categories, however it is often played competitively as such it is often called a strategy board game.

Chess is the most well known of all strategy board games. In our opinion it rises above the previously mentioned games in that various player pieces have different powers, duties, and movement abilities, these differences add a layer of complexity to the game.

Armis is the newest member of the strategy board game family, it is distinguished from the others in many ways, so much so that we believe Armis is the first HIGH strategy board game. Here are some major distinguishing characteristics ... (continued at above link)
wealthy$
Full Member
***
Offline Offline

Activity: 182
Merit: 100


View Profile
November 01, 2014, 04:30:16 AM
 #3

What kind of game is this? what is the benefit to the person playing it?

Adderral
Full Member
***
Offline Offline

Activity: 154
Merit: 100


★YoBit.Net★ 100+ Coins Exchange & Dice


View Profile
November 01, 2014, 05:39:23 AM
 #4

Is Armis actually fun to play?

nicojuritz
Member
**
Offline Offline

Activity: 98
Merit: 10


View Profile
November 01, 2014, 12:46:18 PM
 #5

The give out in terms of btc value, i think miracle coin.
Armis
Hero Member
*****
Offline Offline

Activity: 588
Merit: 501



View Profile
November 01, 2014, 12:49:32 PM
 #6

What kind of game is this? what is the benefit to the person playing it?


Thanks for your question.  Armis is a high strategy board game, I like to say: 'it's like playing Chess, Checkers, Risk, and Stratego all at the same time'

Chess was designed to be played with deep reflective thought, however Armis was designed to train the subconscious mind for faster thinking.  Bullet or speed chess also taps into the same region of the brain Armis focuses on.    

If you notice there are many things that we do with our subconscious mind, usually they are things that are slow changing and repetitive, like dribbling a basketball for a basketball player, manually shifting gears for a drive good driver in a manual shift car, or just walking for most of us.   As you add complexity to a common chore the thinking move from the subconscious mind to the conscious mind because it requires 'more thought'.

When you dream your subconscious mind is fully engages and also in full control of your body, it is able to speed up your heart rate in order to digest large amounts of food in your stomach just by creating dreams that require you to "do physical activities" with your mind.   That is why you are likely to have a nightmares if you go to bed with lots of food in your stomach, your subconscious has to figure out how to digest that food efficiently while you are not actually physically moving.  It is your subconscious that moves your body back and forth in order to keep from forming blood clots.

Playing strategy board games enable players to widen the pathways between the conscious and subconscious minds, playing brain games of any kind increases that pathway, playing Armis does it faster and more efficiently.   As that pathway widens you are able to analyse more info faster with higher degrees of accuracy, you become what some people refer to as  "smarter".

Armis can be used to increase academic performance.   Armis shows player how to 'know how to know' -- how to intellectually figure things out.   Once the concept of knowing how to acquire knowledge is secure it becomes very easy to apply it in academic environments. We believe:

'A' students are those who know how to know and consistently apply it,

'B' students are those who know how to know but don't regularly advance it,

'C' students often don't know how to know but benefit greatly by their genuine interest in various academic subjects,

'D' students often don't know how to know and have low interest in academic subjects,

and

'F' students often don't care to know how to know,

The Armis for Schools Worldwide program enables ‘C’ and ‘D’ average student to know how to know by way of our 5 step critical thinking process. The process readies them to be ‘A’ and ‘B’ average students in a relatively short period of time.

To us it really doesn't matter if the education is institutional or home grown, the importance is acquiring the skills. Here are our 5 steps to critical thinking during Armis game play juxtaposed with the same steps in relation to academic success:

1) Analysis and Assessment

2) Planning

3) Risk Assessment

4) Action

and

5) Reaction, Effect, and Experience

1) Analysis and Assessment - before you start any endeavor is important to know the rules that govern it. For Armis you should read the rules; the equivalent for any level of school is reading the syllabus.

Then familiarize yourself with the environment, for Armis that means knowing the game board and player pieces; for school that mean knowing your teacher/professor, classmates, school building/campus, and key faculty (Principal, Dean, Advisers).

Now that you know what you are expected to do and where you are expected to perform the next step is to assess values so that you properly budget your efforts and resources.

2) Planning - In Armis there are over a million ways to properly setup , so after a setup is formed you should map and manage offensive and defensive strategies; for school you do the same with respect to an offensive strategy, the defensive strategy is less academic and more social. However, if it can impact your academic performance in a meaningful way it must be factored into your planning.

3) Risk Assessment - this is where you say "What if?", not just "What if he does?", but also "What if she doesn't?" for the game it is weighing probabilities that a player will do, or not do, certain actions; for school it has more to do with what can happen if you don't do as expected or planned. Not only on the macro level: 'what if I don't graduate', but also on the micro level: 'what if I oversleep, barely eat, or fail to exercise', 'what if I skip a class, or a homework assignment?'.

4) Action - for Armis this is where you make your move; for school this is where you: participate in class, hand in homework, take a test, and/or submit a paper.

and

5) Reaction, Effect, and Experience - for Armis it is as much how your opponent’s reacts (or lack of reaction) as much as what effect that specific move has on the rest of the game. For school it is about how the instructor and class respond to your class participation, the teacher's feedback on a homework assignment or term paper, your professor’s feedback on a paper, as well as your academic ranking.

Everything counts, as such the information that make up 1 - 5 including your opponent’s move, we consider to be a single whole experience. Each move you make should be made with the intelligence of your experience. Likewise, everything you do, or don’t do, during your time in school impacts your academic success.
 

  

Armis
Hero Member
*****
Offline Offline

Activity: 588
Merit: 501



View Profile
November 01, 2014, 01:14:24 PM
 #7

Is Armis actually fun to play?


Armis has a steep learning curve, I've found that it appeals more to chess players seeking more 'fun' in strategic game play. 

Armis is fun if you like thinking fast, making wow-factor moves, and finding ways to execute strategies and tactics. 

Although it could be played at any speed, by design it moves fast.


Armis doesn't simply allow pieces to move backward or fly, you can tell a lot of thought went into it. For example, the Marines are amphibious they are the only pieces that can operate fully on land and sea (coastal waters only).   All of the sea vessels can be boarded by specific pieces, but only the Aircraft Carrier can receive the Jet or Helicopter.   The Nuke could only be used after significant lost of own military.    The game provides for tactical friendly fire.    If you take your opponent's Child (or your own Child) you automatically lose your Diplomat and Religion.   Since the Media must be providing or gathering news at all times it must be next to another player (either side) can be forfeited ... each of the pieces have some sort of condition that adds a unique layer of complexity to that specific piece.    When you take these conditions into consideration, in addition to how pieces can move, or which pieces are offensive or non-offensive,  the fun is in figuring out how to use your resources to outplay your opponent.

Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2006-2009, Simple Machines Valid XHTML 1.0! Valid CSS!