The Exodus Game

In this Main Match, make trades that benefit you to ultimately come out on top.

Designer(s): MarcerMercer Match Type: MM (for 9 players)
Featured in: Exordium, Squeaky Genius: Legends Untold

In this game, players attempt to fleece their opponents with cubes to earn points. The game will be conducted over 7 rounds, with each round being a 24-hour period.


At the start of the game, each player is privately given 4 distinctly colored cubes at random, out of a pool of 36. The pool is built as follows:


  • 6 Red Cubes
  • 6 Blue Cubes
  • 6 Yellow Cubes
  • 6 Green Cubes
  • 6 White Cubes
  • 6 Black Cubes

Each round, players will submit trades. You will negotiate with your fellow players and mutually agree on trades to do. Trades are defined as a 1-on-1 swap of cubes. You can do at most 2 trades each round, but you can only trade with a player once each round. That is, you cannot do 2 trades with the same person in the same round. You may opt not to trade any cubes during a round. Each round, you will earn points based on the trades you do. What trades give you what points is in #mm1-trades. Each round has a different criteria for earning points.


At the end of each round, each player is told their points total in private. The trades that were processed and each player’s inventory is also kept private.


Trades are only processed at the end of each round; that is, if you trade for a Red Cube in Round 1, you cannot trade away that same Red Cube until Round 2.


In your submissions channel, please note the player you are trading with and only the cube you will trade them, not the cube you will receive. A trade will be processed if and only if both players in the trade name each other and a valid cube to trade. At the start of each round, you will privately be notified (in your submissions channel) if any trades have failed along with an update of your inventory.


At the conclusion of 7 rounds, whoever has the most points is the winner of the Main Match and receives two Tokens of Life. If there is a tie for first place, all players in first place will get a Token of Life. If more than three players tie for first place, all Tokens of Life are negated. The player who owns the most Black Cubes at the end of the game and was not a winner is the Elimination Candidate. If there is a tie, the person with the least amount of points among those tied is the Elimination Candidate. If this is also a tie, the winner(s) will get to choose which of those tied is the Elimination Candidate. If every Black Cube is owned by a winner, the person with the least amount of points is the Elimination Candidate.


Each player will also earn a garnet for every 30 points they score.


Clarification: You cannot do 2 trades with the same person in the same round. You may trade with the same person in different rounds. That is, Alice can trade with Bob in Round 1 and Round 3, just not in Round 1 twice.


Amendment: Players' points are not publicly revealed at the end of each round. Each player is instead privately told what only their points total is in their submissions channel alongside trade status and inventory. We apologize for this amendment.


TRADE SCORING DETAILS


Round 1:

If you give away a Red Cube in a trade, you gain 2 points.

If you give away a Blue Cube in a trade, you gain 2 points.

If you give away a Yellow Cube in a trade, you and the recipient gain 1 point.

If you give away a Green Cube in a trade, you lose 1 point.

If you give away a White Cube in a trade, you gain 2 points and the recipient gains 1 point.

If you give away a Black Cube in a trade, you gain 1 point and the recipient loses 1 point.


Round 2:

If you give away a Red Cube in a trade, you gain 2 points. If you receive a Green Cube, you gain 5 points instead.

If you give away a Blue Cube in a trade, you gain 3 points.

If you give away a Yellow Cube in a trade, you gain 1 point and the recipient gains 2 points.

If you give away a Green Cube in a trade, you lose 2 points.

If you give away a White Cube in a trade, you gain 3 points and the recipient gains 1 point.

If you give away a Black Cube in a trade, you gain 1 point and the recipient loses 1 point.


Round 3:

If you give away a Red Cube in a trade, you gain 3 points. If you receive a Green Cube, you gain 7 points instead. If you receive a Blue Cube, you lose 2 points instead.

If you give away a Blue Cube in a trade, you gain 4 points.

If you give away a Yellow Cube in a trade, you gain 1 point and the recipient gains 2 points. If you receive a Black Cube, your point gains from this round doubles. This effect stacks.

If you give away a Green Cube in a trade, you lose 3 points.

If you give away a White Cube in a trade, you gain 3 points and the recipient gains 1 point.

If you give away a Black Cube in a trade, you gain 1 point and the recipient loses 2 points.


Round 4:

If you give away a Red Cube in a trade, you gain 3 points. If you receive a Green Cube, you gain 10 points instead. If you receive a Blue Cube, you lose 3 points instead.

If you give away a Blue Cube in a trade, you gain 5 points.

If you give away a Yellow Cube in a trade, you gain 2 points and the recipient gains 3 points. If you receive a Black Cube, your point gains from this round doubles. This effect stacks. If you receive a White Cube, the recipient gains 3 additional points.

If you give away a Green Cube in a trade, you lose 4 points. If you receive a Black Cube, you gain 4 points instead. If you receive a Red Cube, your point losses this round are nullified.

If you give away a White Cube in a trade, you gain 5 points and the recipient gains 2 points.

If you give away a Black Cube in a trade, you gain 1 point and the recipient loses 2 points.

At the end of the round, if you have at least 3 White Cubes your score increases by 10. This is not influenced by point multipliers.


Round 5:

If you give away a Red Cube in a trade, you gain 4 points. If you receive a Green Cube, you gain 13 points instead. If you receive a Blue or Yellow Cube, you lose 4 points instead.

If you give away a Blue Cube in a trade, you gain 5 points.

If you give away a Yellow Cube in a trade, you gain 3 points and the recipient gains 4 points. If you receive a Blue Cube, the recipient’s point gains this round is halved. This effect stacks.

If you give away a Green Cube in a trade, you lose 5 points.

If you give away a White Cube in a trade, you and the recipient gain 2 points.

If you give away a Black Cube in a trade, you gain 1 point and the recipient loses 1 point.

At the end of the round, if you have at least 3 Black Cubes your score increases by 25. This is not influenced by point multipliers.


Round 6:

If you give away a Red Cube in a trade, you gain 4 points. If you receive a Green Cube, you gain 16 points instead. If you receive a Blue or Yellow Cube, you lose 5 points instead.

If you give away a Blue Cube in a trade, you gain 6 points.

If you give away a Yellow Cube in a trade, you gain 5 points and the recipient gains 4 points. If you receive a White Cube, the recipient gains 3 additional points.

If you give away a Green Cube in a trade, you lose 6 points.

If you give away a White Cube in a trade, the recipient gains 3 points.

If you give away a Black Cube in a trade, the recipient loses 4 points.


Round 7:

If you give away a Red Cube in a trade, you gain 8 points. If you receive a Blue or Yellow Cube, you lose 5 points instead.

If you give away a Blue Cube in a trade, you gain 6 points.

If you give away a Yellow Cube in a trade, you gain 6 points and the recipient gains 3 points. If you receive a White Cube, the recipient gains 3 additional points.

If you give away a Green Cube in a trade, you lose 7 points.

If you give away a White Cube in a trade, the recipient gains 3 points.

If you give away a Black Cube in a trade, the recipient loses 4 points.






Not too long ago, we were on an island, with an abundance of water and only a couple snakes to keep us company. Now, it seems we have the opposite. In the middle of a bustling island marketplace, everyone seems to be in agreement that there’s definitely not enough water. Looking around confirms this; the Nile definitely isn’t as grand and impressive as you expected it to be. Luckily, you know what this means. The Seven Years’ Famine has just begun. Near the end of the seventh year, the king Tcheser will come to the temple of Khnemu on this very island, and pay a hefty sum for some offerings. And if you are to retrieve the Book of Thoth, you’re going to need some serious funding. Just try not to get cursed while you're out there.




In this game, players will take the role of merchants on the island of Elephantine, working to gain Favor through trading gemstones with other merchants. The game will take place across seven 24-hour “years”.




At the start of the game, each player will privately receive 5 gemstones at random from a pool of 40. The pool consists of:


  • 7 Rubies
  • 7 Sapphires
  • 7 Emeralds
  • 7 Topaz
  • 6 Diamonds
  • 6 Onyx





Each year, players will offer trades. A trade is defined as giving away one gemstone, and receiving one gemstone in exchange. Players may make at most 3 trades per year, but may choose to make less trades, or to not trade at all.




Players will gain and lose Favor through these trades. Each year follows different rules for scoring Favor, which can all be found in #mm5-trades.


To offer a trade, in your submissions channel, name another player, and the gemstone you wish to give them. If the player you named has offered a trade to you, then the players will trade gemstones, and score Favor according to the respective year’s trades.




If the other player did not offer you a trade, or either player attempted to trade an invalid gemstone, the trade will fail, and players will keep their gemstones.






At the start of each year, you will be told your updated inventory, current amount of Favor, and if any of your trades failed.




When trading, players must obey the following restrictions:


  • You may not offer more than 3 trades in one year.
  • You may not trade with the same player more than once in the same year.
  • You may not trade with any player you traded with last year.
  • Trades are processed simultaneously at the end of each year, meaning you cannot trade away a gemstone in the year that you receive it.



(If the GIF moves too quickly, you may request each frame to be sent privately in your thoughts channel.)




At the end of the 7th year, the player with the most Favor will win the match and receive two Tokens of Life. If there is a tie for the most Favor, all tied players will win and receive one Token of Life. However, if more than three players tie for first place, there will be no winners, and all Tokens of Life will be negated.


The player who has the most Onyx in their inventory and also did not win the match will be the Elimination Candidate. If there is a tie, or all Onyx is held by the winners, the player with the least Favor is the Elimination Candidate. If the tie persists, the winner(s) will select the Elimination Candidate from the tied players.


Players will earn one garnet for every 75 Favor they score.




Clarification: Favor gained at "the end of this year" does not count towards "Favor from this trade" for the effects of Sapphire or Emerald trades.


Year 1

If you trade away:

Ruby - Gain 3 Favor. If this is traded for a Sapphire, gain 9 Favor instead.

Sapphire - Gain 2 Favor. The recipient gains 3 less Favor from this trade (minimum 0).

Emerald - If the recipient gains Favor from this trade, gain that much Favor plus 1. Gain 0 Favor if this is traded for an Emerald or Topaz.

Topaz - Gain 12/n Favor, rounded down, where n is the number of Topaz traded this round.

Diamond - Gain 3 Favor. Learn the recipient's inventory at the start of Year 2.

Onyx - Gain 2 Favor. The recipient loses 2 Favor.

_

Year 2

If you trade away:

Ruby - Gain 3 Favor. If this is traded for a Sapphire, gain 11 Favor instead.

Sapphire - Gain 2 Favor. The recipient gains 4 less Favor from this trade (minimum 0).

Emerald - If the recipient gains Favor from this trade, gain that much Favor plus 2. Gain 0 Favor if this is traded for an Emerald or Topaz.

Topaz - Gain 14/n Favor, rounded down, where n is the number of Topaz traded this round.

Diamond - Gain 4 Favor. Learn who the recipient traded with in Round 1.

Onyx - Gain 2 Favor. The recipient loses 3 Favor.

Each time you trade a gem for the same gem in this year (ex. Ruby for Ruby), lose 2 Favor.

_

Year 3

If you trade away:

Ruby - Gain 4 Favor. If this is traded for a Sapphire, gain 13 Favor instead.

Sapphire - Gain 3 Favor. The recipient gains 5 less Favor from this trade (minimum 0).

Emerald - If the recipient gains Favor from this trade, gain that much Favor plus 3. Gain 0 Favor if this is traded for an Emerald or Topaz.

Topaz - Gain 16/n Favor, rounded down, where n is the number of Topaz traded this round.

Diamond - Gain 5 Favor. Learn the recipient's ranking at the start of Year 4.

Onyx - Gain 3 Favor. The recipient loses 3 Favor.

At the end of this year, lose 5 Favor for each unique player you have not successfully traded with this game.

_

Year 4

If you trade away:

Ruby - Gain 4 Favor. If this is traded for a Sapphire, gain 15 Favor instead.

Sapphire - Gain 3 Favor. The recipient gains 6 less Favor from this trade (minimum 0).

Emerald - If the recipient gains Favor from this trade, gain that much Favor plus 4. Gain 0 Favor if this is traded for an Emerald or Topaz.

Topaz - Gain 18/n Favor, rounded down, where n is the number of Topaz traded this round.

Diamond - Gain 6 Favor. Learn the recipient's Favor total at the start of Year 5.

Onyx - Gain 3 Favor. The recipient loses 4 Favor.

_

Year 5

If you trade away:

Ruby - Gain 5 Favor. If this is traded for a Sapphire, gain 17 Favor instead.

Sapphire - Gain 4 Favor. The recipient gains 7 less Favor from this trade (minimum 0).

Emerald - If the recipient gains Favor from this trade, gain that much Favor plus 5. Gain 0 Favor if this is traded for an Emerald or Topaz.

Topaz - Gain 20/n Favor, rounded down, where n is the number of Topaz traded this round.

Diamond - Gain 7 Favor. The recipient cannot trade away this gemstone next year.

Onyx - Gain 4 Favor. The recipient loses 4 Favor.

At the end of this year, if you own at least 3 Onyx, gain 20 Favor.

_

Year 6

If you trade away:

Ruby - Gain 5 Favor. If this is traded for a Sapphire, gain 19 Favor instead.

Sapphire - Gain 4 Favor. The recipient gains 8 less Favor from this trade (minimum 0).

Emerald - If the recipient gains Favor from this trade, gain that much Favor plus 6. Gain 0 Favor if this is traded for an Emerald or Topaz.

Topaz - Gain 22/n Favor, rounded down, where n is the number of Topaz traded this round.

Diamond - Gain 8 Favor. Gain 3 additional Favor at the end of this year for each unique gemstone you own.

Onyx - Gain 4 Favor. The recipient loses 5 Favor.

At the end of this year, if you have successfully traded with all other players at least twice, gain 25 Favor.

_

Year 7

If you trade away:

Ruby - Gain 6 Favor. If this is traded for a Sapphire, gain 21 Favor instead.

Sapphire - Gain 5 Favor. The recipient gains 9 less Favor from this trade (minimum 0).

Emerald - If the recipient gains Favor from this trade, gain that much Favor plus 7. Gain 0 Favor if this is traded for an Emerald or Topaz.

Topaz- Gain 24/n Favor, rounded down, where n is the number of Topaz traded this round.

Diamond - Gain 9 Favor. Gain 3 Garnets.

Onyx - Gain 5 Favor. The recipient loses 5 Favor.

At the end of this year, if all of your gemstones are the same, gain 30 Favor.


Tags


Points-based    (The game involves players earning points.)


Trading    (The game involves players trading items and objects among themselves.)