Send me a managram, and I will pay you back*
Resolution Criteria
Resolves YES based on the largest mana payment that I, the market creator, received and did not return.
Example:
If I am sent 4500 mana and choose this is the amount I am wanting to steal, 4000-5000 mana would resolve YES, and other options NO.
I will not bet on this market itself. Resolves in 30 days. Will resolve 0-1000 if zero managrams are sent to me.
If I return a 8k-9k mana payment, 9k+ resolves YES and market is finished.
Update 2025-10-13 (PST) (AI summary of creator comment): If no more mana payments are made and the creator returns all managrams (i.e., steals 0 mana), the market will resolve N/A.
๐ Top traders
| # | Name | Total profit |
|---|---|---|
| 1 | แน66 | |
| 2 | แน35 | |
| 3 | แน29 | |
| 4 | แน5 | |
| 5 | แน4 |
People are also trading
@121 what was the incentive to send so much? Last I checked it was only possible to win ~850 even if you knew exactly which option it would resolve to ๐ค
@Bandors as you probably noticed, I was spamming you with small mana amounts in the hope that you'd lose track and/or be annoyed enough to end the market early by deliberately not returning one of them. did my actions influence your choice at all?
@retr0id Manafold makes it pretty easy to track payments so it wasn't hard. What influenced me the most was realizing I chose the wrong format for this market. I really didn't want to NA so I just stole the next big payment
@121 The Game is a mind game in which the objective is to avoid thinking about The Game itself. Thinking about The Game constitutes a loss, which must be announced each time it occurs. It is impossible to win most versions of The Game. Depending on the variation, it is held that the whole world, or all those who are aware of the game, are playing it at all times. Tactics have been developed to increase the number of people who are aware of The Game, and thereby increase the number of losses.
The origins of The Game are uncertain. The most common hypothesis is that The Game derives from another mental game, Finchley Central. While the original version of Finchley Central involves taking turns to name stations, in 1976, members of the Cambridge University Science Fiction Society (CUSFS) developed a variant wherein the first person to think of the titular station loses. The game in this form demonstrates ironic processing, in which attempts to suppress or avoid certain thoughts make those thoughts more common or persistent than they would be at random.
How this became simplified into The Game is unknown; one hypothesis is that once it spread outside the Greater London area, among people who are less familiar with London stations, it morphed into its self-referential form. The creators of "LoseTheGame.net", a website which aims to catalogue information relating to the phenomenon, have received messages from multiple former members of the CUSFS commenting on the similarity between the Finchley Central variant and the modern Game. The first known reference to The Game is a blog post from 2002 โ the author states that they "found out about it online about 6 months ago".
The Game is most commonly spread through the internet, such as via Facebook or Twitter, or by word of mouth.
There are three commonly reported rules to The Game:
Everyone in the world is playing The Game. (This is alternatively expressed as, "Everybody in the world who knows about The Game is playing The Game" or "You are always playing The Game.") A person cannot refuse to play The Game; it does not require consent to play and one can never stop playing.
Whenever one thinks about The Game, one loses.
Losses must be announced. This can be verbally, with a phrase such as "I just lost The Game", or in any other way: for example, via Facebook or other social media.
The definition of "thinking about The Game" is not always clear. If one discusses The Game without realizing that they have lost, this may or may not constitute a loss. If someone says "What is The Game?" before understanding the rules, whether they have lost is up for interpretation. According to some interpretations, one does not lose when someone else announces their loss, although the second rule implies that one loses regardless of what made them think about The Game. After a player has announced a loss, or after one thinks of The Game, some variants allow for a grace period between three seconds to thirty minutes to forget about the game, during which the player cannot lose the game again.
Strategies focus on making others lose The Game. Common methods include saying "The Game" out loud or writing about The Game on a hidden note, in graffiti in public places, or on banknotes.
Associations may be made with The Game, especially over time, so that one thing inadvertently causes one to lose. Some players enjoy thinking of elaborate pranks that will cause others to lose the game.
Other strategies involve merchandise: T-shirts, buttons, mugs, posters, and bumper stickers have been created to advertise The Game. The Game is also spread via social media websites such as Facebook and Twitter.
The common rules do not define a point at which The Game ends. However, some players state that The Game ends when the Prime Minister of the United Kingdom announces on television that "The Game is up." The March 3, 2008 edition of the webcomic xkcd declares its reader the winner of the game, and therefore free from the game's "mindvirus".
There are ways to break the logical cycle of The Game. For example, the rules of The Game stipulate some variation of the general principle that everyone is playing it; but if someone decides not to play, then there is no reason for them to obey the rule, since they are no longer playing.
The Game has been described as challenging and fun to play, as well as pointless, childish, and infuriating. In some Internet forums, such as Something Awful and GameSpy, and in several schools, The Game has been banned.
The 2009 Time 100 poll was manipulated by users of 4chan, forming an acrostic for "marblecake also the game" out of the top 21 people's names.
@Bandors Essentially you are asking us to trust that you will steal. So by stealing you would be confirming that you are trustworthy?
@Bandors I seeโฆ But this is a dependent market, so it's not possible for everything to resolve NO.
@4fa Ah, right. Hmm. Okay, I did list the final bracket as "9k+"
If I am sent 8-9k and return it, then 9k+ must resolve yes.
I think this is fair?
