The core loop of MoreFairGame is made up of an infinite sequence of rounds.
Currently, the game has 11 available round modifiers, which influence the way in which ladders generate, amongst other things.
These round modifiers are separated into groups, and each group is rolled separately when a round starts.
If none of these rolls result in a modifier, the round simply becomes a [DEF] Default
The combination of round modifiers will be re-rolled if it matches the previous round's set of modifiers, though there is a slim chance this will fail.
Round Base Point Requirement (RBPR) is a random value that is calculated at the start of each round and is used in calculating Ladder Base Point Requirement (LBPR).
It is randomly chosen from a range made up of 0.5x to 1.5x the server's base point configuration value.
That value is 100m on the live environment, so the default range is 50m to 150m.
This range is different for FAST, SLOW and CHAOS round modifiers - check the corresponding pages for details.
The number of ladders in a round is determined by a number of factors:
Every round ends with a special [AH] ladder, which always rolls alongside a [NAUTO] modifier. Players who can promote out of this ladder earn a place in Chad's ritual.
The number of possible ritual participants is determined by a hidden multiplier generated at the start of a round, though the current bounds were changed with season 3 and are not yet known.
Because the final ladder forces the [NAUTO] modifier, rankers must hold the top rank for 30 seconds until the "Be Asshole" button activates. If the promotion is successful, the ranker promotes away to a holding ladder until the required number of ritual participants is met and then the new round starts.
Info about Asshole points and symbols can be found on the main_goal page.
Three rolls are performed to determine the round type, as follows:
Speed
| Modifier | Weighting | Chance |
|---|---|---|
| [DEF] | 70 / 100 | 70% |
| [FAST] | 20 / 100 | 20% |
| [SLOW] | 10 / 100 | 10% |
Length
| Modifier | Weighting | Chance |
|---|---|---|
| [DEF] | 70 / 100 | 70% |
| [SHORT] | 20 / 100 | 20% |
| [LONG] | 10 / 100 | 10% |
Auto
| Modifier | Weighting | Chance |
|---|---|---|
| [DEF] | 90 / 100 | 90% |
| [AUTO] | 10 / 100 | 10% |
Chaos
| Modifier | Weighting | Chance |
|---|---|---|
| [DEF] | 90 / 100 | 90% |
| [CHAOS] | 10 / 100 | 10% |
Grape
| Modifier | Weighting | Chance |
|---|---|---|
| [DEF] | 60 / 90 | 66.67% |
| [FARMER] | 10 / 90 | 11.11% |
| [RAIL] | 10 / 90 | 11.11% |
| [RACE] | 10 / 90 | 11.11% |
The end results of these rolls are all included as modifiers from the round, after deduplication. [DEF] will be stripped from the modifier list unless it is the only entry.
Some rounds do not use the above weights for selecting round modifiers, and instead use more bespoke options.
For every 5th round, the Scaling modifier set is rolled in addition to the usual ones, as follows:
Scaling
| Modifier | Weighting | Chance |
|---|---|---|
| [DEF] | 1 / 2 | 50% |
| [REVSC] | 1 / 2 | 50% |
For every 10th round, the weightings of all options in each of the four round type rolls are set to 1, as follows:
Speed
| Modifier | Weighting | Chance |
|---|---|---|
| [DEF] | 1 / 3 | 33% |
| [FAST] | 1 / 3 | 33% |
| [SLOW] | 1 / 3 | 33% |
Auto
| Modifier | Weighting | Chance |
|---|---|---|
| [DEF] | 1 / 2 | 50% |
| [AUTO] | 1 / 2 | 50% |
Chaos
| Modifier | Weighting | Chance |
|---|---|---|
| [DEF] | 1 / 2 | 50% |
| [CHAOS] | 1 / 2 | 50% |
Grapes
| Modifier | Weighting | Chance |
|---|---|---|
| [DEF] | 1 / 4 | 25% |
| [FARM] | 1 / 4 | 25% |
| [RAIL] | 1 / 4 | 25% |
| [RACE] | 1 / 4 | 25% |
This also includes the "Every 5th round" application of the Scaling roll.
The 100th round of season 2 was forced to use the [SLOW, AUTO, CHAOS] modifier combination - configured with the maximum of 30 ladders - and also had a forced [NAUTO] every 10 ladders.
The 200th round of season 2 used two new modifiers, [REVSC] and [100]. [REVSC] caused several elements of the ladder generation and gameplay to scale inversely based on round progress, whereas most of the actual game-changing effects of the round were encapsulated in the [100] modifier.
The 299th round of season 2 was forced to use [AUTO, FAST, REVSC] modifiers.
The 300th round of season 2 consisted of a single [GIGA, NAUTO, AH] ladder with a 1Qa (10^15) point promotion requirement.
At certain thresholds, stacking copies of the [CHEAP] modifier were added to the ladder:
Of these, the last three time-based modifiers were not seen, the round having concluded after 6 players promoted.
There was also an additional hidden effect that granted free bias/multi presses to all rankers, based on the difference in AH symbols (listed here) between the ranker and the player with the highest AH symbol on the ladder.
asshole_ladder_number winners of the final ladder.