User:Star Solister

Hey, I'm Timson, a devout member of the MCIsles community since... hmm, 2011. We're a really close group of friends in real life and this wiki kinda documents everything fun we've done over the years, like Kilin. I'm also the creator of this wiki, but mostly Rathon is in charge, so feel free to ask either him or me if you have inquiries about anything. Mage of Void, Prospit Dreamer, previously the Scout God (before I realized I hated Scout in TF2.)

About Me

 * Favorite Minecraft Classic activity: Spleef, CTF, KoTH
 * Favorite Minecraft Classic event character: Duncan
 * Favorite Full Minecraft activity: Making progress in mods, power armor
 * Favorite Turntable spam songs: Homestuck/Coldplay
 * Favorite LoL champion: Nocturne
 * Favorite TF2 class: Spy/Heavy/Pyro
 * Favorite Kilin mode combos: Classic (even pace), all except Face-Up/all modes (crazy fun)

I am one of the premier Kilin! players in the community; I attribute my strengths to being able to play every day, some luck, a bit of skill, and my ability to hide the contents of my hand and pull off shocking and surprising backhand victories as well as make efficient use of Geography cards. My best Kilin! moment in the game was, and will always be, when I successfully won against someone who had 4 Geographies by jumping in on a top-decked card.

I got 2nd place in Kilin! scores last year and I placed 7th place out of 9 participants in the tournament with Ryan and Skillz, to which I attribute to constant bad hands until the very last day. I am also the current Kilin! leaderboard 2nd place, because Rathon needs to be shut down hard.

Elsewhere
I'm on a LOT of other wikis, so you can easily find me almost anywhere.

Wikia
Kirby Wiki (sysop) User Battle Wiki (sysop & bureaucrat) Diary of a Wimpy Kid Wiki (sysop & bureaucrat) The MUGEN Database Mario Kart Wiki

Completely Elsewhere
YouTube Tumblr PokéCommunity

= Other Stuff =

Onestuck/Kilinstuck

 * Concept: Place much more focus on Specials (Geographies), allowing for a more aggressive game with more variety in which to attack enemies.
 * Changed numbers: Numbers go from 0 -> 7 instead of 1 -> 8. During the initial raffle, players who receive 0 cards are weighted as much as players who receive Special cards.
 * New colors: Pink represents Beforus, Gray represents Alternia, Lime represents the Beta session and Red represents the Alpha session.
 * The person who wins the draw can ban certain moves from being played throughout the game, and may choose one mode to start.
 * New Geography cards (titled Special cards):
 * The Scratch (2) - Reverses direction of play.
 * Ring of Life (2) - Take another turn.
 * Ring of Void (2) - The next player's turn is skipped.
 * Skaia (2) - Change the color in play.
 * Prospit (1) - Playable only if the last numeric card was a 1, 3, 5, or 7. Change the color in play, and skip the next player's turn.
 * Derse (1) - Playable only if the last numeric card was a 0, 2, 4, or 6. Change the color in play, and skip the next player's turn.
 * Planets (2) - Add or remove a game mode. It cannot be changed to any banned mode. Clear the color in play. If game modes cannot be added or removed, only color is cleared.
 * Doomed Timeline (2) - Play continues from normal, except the player who played this may change the color. The next player who cannot play any cards draws 3 cards and has their turn skipped.
 * Warfare (1) - Playable only on the Beforus and Alternia sessions. The next 4 players each draw 1 card (if there are less than 5 players, every person but the player draws 1 card.) Change the color in play to lime or red.
 * Glitch (1) - Playable only on the Beta and Alpha sessions. The next player draws 4 cards, but does not have their turn skipped. Change the color in play to gray or pink.
 * Session Crash (2) - Reverse the turn order. The next person has their turn skipped and must draw 4 cards.


 * Modified or retained game modes:
 * Exodus - Same as Progressive, except players who have one card left cannot chain.
 * Scratches, RoVs, and Crashes may be chained like Rivers, Rifts, and Sandstorms, but it gets tricky from there.
 * Players may chain a Prospit or Derse card if the last number played matches the requirements.
 * Doomed Timeline cards may be chained like Rain Forests; if the next player has no response they suffer the cumulative penalty.
 * Warfare cannot be chained.
 * Glitch can be chained, but playing it "glitches" the chain. The player suffering the cumulative penalty does not have their turn skipped, no matter what cards are played.
 * Rapture - Same as Jump-In.
 * Gardens of Eden - Same as Two-Pile.
 * Revelations - Same as Face-Up, except at any given time a player can turn one card face-down.

Rejected/Unapproved Kilin Modes
Still up here if anyone wants to do unofficial matches with them.

Standalone
These modes are meant to be played alone with no other modes. At all.

Face-down mode

 * You are given 15 seconds to memorize your entire hand, then you must place the entirety of your hand face-down in any order you'd like.
 * Any illegal moves will result in the player drawing an additional 2 cards.

Cut-throat Kilin

 * Kilin: Hardcore Mode.
 * This combines the elements of Progressive, Jump-in, and Two Pile modes with deadly twists.
 * If the winning player chooses this mode, the player with the lowest number card chooses the first color on the pile after the draw. If there is a tie for last place, the first card on the deck after the initial draw will be flipped over as usual.
 * Camels and Savannahs can be chained. Camels allow one to restore their turn after being skipped, and Savannahs allow monopoly over the color but still skip the player's turn. Both end any chains.
 * Any players who jump-in may opt to take one additional turn.
 * When players fail to match any color on either pile, they may only play any drawn cards on the pile that was played on last. Players with more than 10 cards as a result of top-decking immediately lose the game.
 * No cheating is allowed. Cheaters will be penalized by drawing 4 cards. This includes not only declaring what another player has, but also purposely looking at their hand and revealing your own hand to other people on purpose.

Roulette Kilin

 * Kilin: Now with 100% more luck!
 * Basically Classic with more of a luck factor to it. Every 5 turns, the deck's top card will be placed on the pile before the next player's turn. That card is now in play.
 * If a Geography is placed:
 * Good tops
 * Savannah: It's your lucky day! The player gets to choose the color, then immediately play.
 * Camel: The player may choose to take an extra turn.
 * Neutral tops
 * River: The direction of play reverses.
 * Bad tops
 * Rift: The player's turn is skipped.
 * Rain Forest: The player's turn is skipped, they must draw 2 cards, and the color is cleared.
 * Sandstorm: Oh shit. The player's turn is skipped, they must draw 4 cards, and the color is cleared.

Lucky 7 Kilin

 * Jump-in enabled for 7's only.
 * Any player who plays a 7 must swap hands with another player, unless the 7 is their last card.
 * The number of cards in a player's hand cannot exceed 7 through top-decking. If the player cannot play after drawing to 7 cards, they must put a card back into the deck and skip their turn. If they still cannot play on their next turn, they can draw from the deck only once.

Lite Progressive

 * The exact same as Progressive with some crucial rules added to prevent a guaranteed win or lose condition:
 * In any chains, draws cap out at 6 cards. This is to ensure that the receiving end of a chain can still make a comeback without being overwhelmed by excess cards.
 * If the last card in a player's hand is a Geography, it cannot be chained. This is to prevent any players instantly winning given the next turn just because they happen to have a chainable Geography in their hand, and minimizing the number of amusing "organized cheating" ploys to exploit jump-in loopholes and shut down the player.

Jump-in+

 * Cut-throat's version of Jump-in as a mix-and-matchable mode.
 * Players who jump in may take one extra turn. Otherwise, it is exactly the same as normal jump-in.

Kilimath

 * Kilin: Now for other educational purposes!
 * This mode adds a couple of game-changing rules: Players may add or subtract cards of the same number to match a different-colored number on the pile.
 * For example, there is a green 6 on the pile. Player A has all blues of numbers 1, 2, 4, 5, and 8, so normally they would have to draw. However, with this mode's rules, they can match numbers of the same color and play them both to equate the green 6. For example, he could play the blue 1 and blue 5 (1 + 5 = 6), blue 2 and blue 4 (2 + 4 = 6), or blue 8 and blue 2 (8 - 2 = 6).
 * For addition plays, the larger number always goes on top, and play continues from that number. For subtraction plays, the smaller number always goes on top, and play continues from that number.


 * The goal of this mode is to eliminate or minimize infinite draw sequences by allowing players to manipulate numbers and play cards, including ones that were top-decked.
 * For example, let's say Player A was faced with that same green 6 scenario, but this time he had two yellow 1's, one red 1, and two blue 1's. He has to draw, but if any of his drawn cards is a 5 of any number, he can either play it or add it to a 1 in his hand to play two cards.

Time Fuse

 * Incompatible with Progressive.
 * This game is a little spin on the typical cumulative penalty: Geography cards that skip turns have no initial penalty. Play continues on as normal, but if a player cannot play any card and has to draw, they take the penalty of every geography card played since then.
 * For example, Player A plays a Sandstorm. It does not skip the next player nor does it make them draw any cards, but allows control over the color. Player A declares the color to be blue. Player B, not having any blues, plays a Rain Forest. Player B declares the color yellow. Player C has a yellow and can make a legal move. Player D plays another yellow. Player E has no yellows and no geographies, and cannot play anything. Since he is unable to make a move, the geographies' "time fuse" sparks: Player E draws 6 cards and is skipped.