Flower Field

In this Death Match, place your flowers carefully as to not create duplicate patterns.

Designer(s): e_is_cool Match Type: DM (for 2 players)
Featured in: Genius Game 4, DM Colosseum 2, Squeaky Genius: Legends Untold, DOW: The Genius, Shardren's Minecraft Genius: How to Play
Awards: Best Observation DM 2021, Best Optimization DM 2021, Most Fun DM 2021

By the end of this match, there will be a pretty pattern of flowers, with no pattern to them at all!


Setup


This game will be played on a 7x7 grid, with the center cell already filled in with a purple flower. Each player begins the game with 3 lives. The DMO, chaotic_iak, will choose which player goes first.


Gameplay


Players will take turns filling in cells with flowers, colored either red, blue, or purple. A tetromino is a set of four orthogonally connected cells; a flower field is a tetromino whose cells all contain a flower. A cell can be in multiple flower fields at once.


During your turn, you will choose to either Plant flowers or Challenge that your opponent has created a duplicate flower field.


If you choose to Plant, you may fill in either one or two empty cells with a flower of your choice. You may only plant a flower in a cell if it is orthogonally adjacent to a cell that contained a flower before your current turn.


If you choose to Challenge, you are declaring that one of the flowers your opponent placed in the previous turn creates a flower field equivalent and distinct to another flower field on the board. Note that the second flower field can be one that was created by your opponent in the same turn. Two flower fields are equivalent if one flower field may be rotated and/or flipped to be identical to the other in shape and color, and distinct if there is at least one cell in one flower field that is not in the other. Two equivalent and distinct flower fields are also known as duplicate flower fields.


You must point out which two flower fields are duplicates; if you are successful, your opponent loses one life and must redo their move. If you are unsuccessful, you lose a life and must redo your move. Note that you are considered to be unsuccessful if you declare two flower fields that are not duplicates, don't include at least one of your opponent's most recent flowers in a flower field, or declare that you give up on finding duplicate flower fields; if you do not do so, your reserve time will be used once your time runs out.


Submissions


When planting a flower, name the color of the flower and the corresponding cell to be filled in. If you are planting two flowers, plant them both in the same message.


When challenging, name the sets of four coordinates of the two flower fields you are declaring to be duplicates.


Winning


You win the game if your opponent loses all three lives.


If the board is completely filled and neither player has run out of lives, the player who did not place the final flower may choose to either Challenge or pass. After this, whichever player has more lives wins. If this is a tie, whichever player made the final move wins.


Timing


Players have 2 minutes per turn, with an additional minute given if they Challenge. Each player also has 10 minutes of reserve time, which is automatically used in increments of 1 minute when the normal turn timer runs out. Running out of reserve time is an instant loss.


Restrictions


You may take notes during the DM; however, the use of external tools such as calculators, programs, or spreadsheet formulas is prohibited.


Addendum: chaotic_iak has chosen Grunkle to be the starting player.


Clarification: If you choose to plant two flowers in one turn, they do not have to be the same color.


Addendum: You are allowed to bring pre-prepared notes into the DM.


Clarification: A challenge is considered to be unsuccessful if you declare two flower fields that are not duplicates, don't include at least one of your opponent's most recent flowers in a flower field, or declare that you give up on finding duplicate flower fields.




FLOWER FIELD

Grow flowers on the field, but don't make it boring with repeating patterns.


This game first appeared in Genius Game 4 as Death Match 3, hosted by e_is_cool, pseudonam, and ShineBunny.


GAME RULES

⚙️ Setup and terminology

The game takes place on a 7×7 board. The board has a coordinate system, where the rows are labeled A-G and the columns numbered 1-7.



Throughout the game, players will place flowers on the board. A flower occupies one cell, and there are three kinds of flowers: ruby rose, saffron sunflower, and turquoise tulip. At the beginning of the game, the center already has a ruby rose.



A basket of flowers is a connected group of exactly four flowers. (Here, flowers are only connected through side adjacencies; touching only at a corner doesn't make two flowers connected.) Two baskets are identical if they have the same shape and arrangement of flowers. A basket might need to be rotated/flipped to match the other, but as long as they have the same shape and arrangement of flowers, they are identical. For example, the two baskets on the left are identical, but they are not identical to the basket on the right (the "ends" of the basket on the right are R and S, while the two identical baskets have ends R and T).



Each player also begins with three lives.


🧠 On your move

Players alternate turns, starting from the starting player. On your turn, you have two possible move options.


- Place flowers. You may place one or two flowers in a single turn. To place a flower, choose an empty cell adjacent to an existing flower, as well a flower kind, and put a flower of that kind on the cell. Note that if you place two flowers, they must be adjacent to existing flowers; in other words, you may not place a flower that is only adjacent to the other flower you place on the same turn.


- Challenge the opponent. You are claiming that the opponent's last move made two identical baskets on the board.


To challenge, name two baskets of flowers that are identical. The baskets may share any number of cells, as long as they are not exactly the same set of cells. At least one basket must include your opponent's latest move (either of the flowers, in case the move involved two flowers).


If your challenge is correct, the opponent's last move is undone (it's their turn again) and they lose one life. If your challenge is incorrect, you lose one life and must continue with your turn. (You may challenge again, of course with the same risk of losing another life.)


💎 Winning

You win if the opponent runs out of lives. Alternately, if the board is full, the player that places the last flower wins (if not challenged).


ADMINISTRATION

🏷️ Writing your move

A flower kind can be named in any reasonable manner: the full name, the flower name, the color name, a similar color name, or the abbreviation. Ruby rose can be referred by "rose", "ruby", "red", and "R"; saffron sunflower can be referred by "sunflower", "saffron", "yellow", and "S"; turquoise tulip can be referred by "tulip", "turquoise", "blue", and "T".


Your move must specify the action you take. If you are placing a flower, state the cell and the kind. If you are challenging, state the two baskets; you can state a basket by naming the four cells in it.


👁️ Available information

There is no hidden information. All information is public. You should make your moves in the public game room.


After each move, the current board will be posted.


Timing

You have the standard time controls. You have 1 minute per move, plus a time bank of 5 minutes.


CLARIFICATIONS

📌 Examples

The following is a board state in the middle of the game. The last move was on B2 and F3.



This last move was challenged, because there are two identical baskets, one of which involves the last move: D2-D3-E3-F3 and D3-E3-E4-E5.



There is in fact another pair of identical baskets: C4-D4-E4-D3 and C4-D4-E4-D5. However, the players missed them, so these baskets stay.





DM3A: GRUNKLE'S FLOWER FIELD

In this very simple repeat Death Match, players try to place on a flower field such that there are no repeating patterns.


Grunkle's Flower Field takes place on a 7x7 grid. The middle tile (D4) starts with a yellow flower filled in.


Players will take turns placing "flowers" on this 7x7 grid. The DMO, @God, will choose which player goes first. Flowers are either red, blue, or yellow.


During their turn, a player may place flowers on the grid.


A player may also decide to challenge instead of placing flowers on their turn. When you "challenge," you are claiming that your opponent has placed in such a way that there are duplicate flower fields on the board. Duplicate flower fields are tetrominoes of orthogonally connected flowers that are equivalent and distinct to one another. Flower fields are equivalent if one flower field may be rotated and/or flipped to be identical to the other in shape and color, and distinct if there is at least one cell in one flower field that is not in the other.


When you are challenging, you must point out the two tetrominoes that you claim are duplicates. If successful, your opponent loses 1 life and must re-do their turn. If unsuccessful, you lose 1 life instead and must re-do your turn. You may give up on finding a duplicate if you can't find one; if you do so, it is considered an unsuccessful challenge.


Players are not allowed to use calculators, programs, or spreadsheet formulas in the DM. However, you may take and use notes.


RESULTS


You win Grunkle's Flower Field if your opponent runs out of lives or runs out of time.


If the entire Flower Field is filled up, the player who did not place the final flower may challenge or pass. After this, whoever has more lives wins. If this is a tie, the player who made the final move wins.


TIMING


Players have 1 minute per turn. Players will receive an extra minute if they challenge. Each player also has 5 minutes of reserve time, which will be used in 30-second periods. You lose the game if you run out of reserve time.


Clarification: Both players have 3 lives.

Clarification: You must place at least 1 flower on the board, if you are placing.



Your Twelfth Death Match is Primary Patterns.



In this Death Match you'll be placing colors on a grid, and avoiding repeating patterns, as well as catching them.



You'll be playing on a 7 by 7 grid taking turns placing colors 1 by 1.


Those colors being Red, Blue, or Yellow



Any 4 colors in a tetromino shape is considered a 'pattern'


When regarding repeating patterns, these shapes can be flipped, and/or rotated.



For example, on these two boards, both lines represent a repeating pattern.



Each turn you'll have 90 seconds to make your action


When it is your turn, you may place a new color, or challenge the last played color, accusing it of making a repeating pattern.



If you successfully challenge someone, they will lose 1 of their 3 lives, and the last tile played will be removed.


If a pattern has been repeated, but not in the last move played, it will remain on the board.



The player to lose their 3 lives first will be eliminated from the game


The player with lives remaining wins the Death Match and will proceed to the finale.



FINALE: DANCE OF WHIMSY — FLOWER FIELD

In this very simple repeat Death Match, players try to place on a flower field such that there are no repeating patterns. Credit to e_is_cool for the design of this match, first used in Genius Game 4.


Flower Field takes place on a 7x7 grid. The middle tile (D4) starts with a purple flower filled in.


Players begin the game with 3 lives and will take turns placing "flowers" on this 7x7 grid. The @New God, @Usernam3, will choose which player goes first. Flowers are either red, blue, or purple.


During their turn, a player may plant 1-2 flowers on the grid. You may only plant a flower in a cell that is orthogonally adjacent to a cell that contained a flower before your current turn.


A player may also decide to challenge instead of placing flowers on their turn. When you "challenge," you are claiming that your opponent's most recent move has created duplicate flower fields on the board. Duplicate flower fields are tetrominoes of orthogonally connected flowers that are equivalent and distinct to one another. Flower fields are equivalent if one flower field may be rotated and/or flipped to be identical to the other in shape and color, and distinct if there is at least one cell in one flower field that is not in the other.


When you are challenging, you must point out the two tetrominoes that you claim are duplicates. If successful, your opponent loses 1 life and must re-do their turn. If unsuccessful, you lose 1 life instead and must re-do your turn. You may give up on finding a duplicate if you can't find one; if you do so, it is considered an unsuccessful challenge.


Note that you are considered to be unsuccessful if you declare two flower fields that are not duplicates, don't include at least one of your opponent's most recent flowers in a flower field, or declare that you give up on finding duplicate flower fields; if you do not do so, your reserve time will be used once your time runs out.


Players are not allowed to use calculators, programs, or spreadsheet formulas in the DM. However, you may take and use notes.


SUBMISSIONS

When planting a flower, name the color of the flower and the corresponding cell to be filled in. If you are planting two flowers, plant them both in the same message.


When challenging, name the sets of four coordinates of the two flower fields you are declaring to be duplicates.


All submissions must be made by the @New God, @Usernam3, for his team — the @New God's Disciple, @Reds, may communicate and help @Usernam3 throughout the duration of the match, but only @Usernam3's submissions will be considered valid.


RESULTS

You win Flower Field if your opponent runs out of lives or runs out of time.


If the entire Flower Field is filled up, the player who did not place the final flower may challenge or pass. After this, whoever has more lives wins. If this is a tie, the player who made the final move wins.


TIMING

Players have 2 minutes per turn, with an additional minute given if they challenge. Each player also has 10 minutes of reserve time, which is automatically used in increments of 1 minute when the normal turn timer runs out. Running out of reserve time is an instant loss.







It was arduous, but you've successfully taken care of Pan's sheep. But, it seems that's not the only thing the god Pan left behind: it's time to give a visit to his beautiful flower gardens. Once you arrive, you notice that the flowers are still in full bloom, forming an astonishing view of the beauty of nature. Except, that is, one lone garden, which is almost entirely empty. After his death, it's now up to you to complete Pan's flower gardens, but beware! It seems Pan always followed a strict rule when gardening…




In Flower Field, players will take turns placing flowers in the garden while avoiding breaking Pan's golden rule — no duplicate flower fields.


The game will take place on a 7x7 grid called the garden, with the middle cell (D4) starting with a red flower. Both players will begin the game with 3 lives.




The Death Match Opponent, Usernam3, will choose who goes first.




On each of their turns, a player may choose to do one of two distinct actions.


First, the player may choose to plant. A player may plant either 1 or 2 flowers on their turn.


There are three distinct color of flowers that may be planted: red, green, and yellow. Flowers may only be planted in cells in the garden that are orthogonally adjacent to a cell that contained a flower before the current turn.


Second, the player may choose to challenge instead of planting flowers. When a player "challenges," they are claiming that their opponent's most recent move has created duplicate flower fields in the garden.


A duplicate flower field is defined as tetrominoes of orthogonally connected flowers that are equivalent and distinct to one another.


Flower fields are equivalent if one flower field may be rotated and/or flipped to be identical to the other in shape and color.


Flower fields are distinct if there is at least one cell in each flower field that is not in the other.




In the above example, C4-C5-B5-B6 and F2-F3-E3-E4 are duplicate flower fields. C5-C4-D4-E4 and C4-D4-E4-E3 are also duplicate flower fields, and so are B5-C5-C4-D4 and D4-E4-E3-F3.


When challenging, players must point out the two tetrominoes that they claim are duplicates. If successful, their opponent loses 1 life and the flowers they had planted are removed from the garden. They must then re-do their turn. If unsuccessful, the player that challenged loses 1 life instead and must re-do their turn, choosing between either planting or challenging again. Players may choose to give up on finding a duplicate after declaring a challenge; if they choose to do so, it is considered an unsuccessful challenge.


Note that players are considered to be unsuccessful if they declare two flower fields that are not duplicates, don't include at least one of their opponent's most recently played flowers, or declare that they give up on finding duplicate flower fields. If a player neither gives up nor points out duplicate flower fields, their reserve time will continuously be used until time runs out.


Players are not allowed to use calculators, programs, or spreadsheet formulas in Flower Field. However, they may take and use notes.




The player that forces their opponent to run out of lives will win the Death Match, and be awarded the Pan Flute. The other player will be eternally lost and trapped in the gardens of Pan, and be eliminated from the game.


If the entire garden fills up, the player who did not place the final flower may challenge or pass. After this, the player with more lives wins the Death Match, and will be awarded the Pan Flute. If this is a tie, the player who made the final move wins the Death Match.




Players have 2 minutes per turn, with an additional minute given if they decide to challenge. Each player also has 10 minutes of reserve time, which is automatically used in increments of 1 minute when the normal turn timer runs out.


If you run out of reserve time, you will immediately forfeit the match. Reserve time will never be replenished or increased.


Tags


Grid-based    (The game involves play on a grid.)


Nim-like    (The game takes elements from the mathematical game of strategy Nim.)


Observation    (The game tests the players' observational skills.)


Patterns    (The game involves players finding and interacting with patterns.)


Strategy    (The game tests the players' strategic & tactical abilities.)