In this Death Match, units that earn strength pre-and-post-mortem battle each other to the death.
Designer(s): e_is_cool, elara | Match Type: DM (for 2 players) |
Featured in: The Genius: Heaven and Hell, The Genius: Contractual Obligation | |
See Also: Wizards' Duel |
Those who fall in battle are commemorated. Half of them are brought to Valhalla to feast with Odin, and the other half to Fólkvangr, ruled over by Freyja. When these realms are set against each other, a bloodbath ensues.
OVERVIEW
This game involves units with different strengths and abilities. There are 10 such units, with strengths from 0 to 9; you have one of each unit, except for the Chocobo. This means that in the underworld, you will have a maximum of one of each dead unit, except for the Chocobo.
UNITS
[0] Chocobo - Does nothing but be cute; you have an infinite supply of Chocobos.
[1] Astrologian - Divination: Predict your opponent's unit; if you are correct, gain their strength immediately.
[2] Blue Mage - Aetheric Mimicry: Can be disguised as another unit; this unit does not gain the strength nor abilities of the disguised unit. The player who (actually) won the previous round will be announced as the winner of this round (this does not affect the true result); if played in the first round, this will be announced as a tie.
[3] Bard - Battle Voice: Your next two units gain 1 strength.
[4] Sage - Kardia: Copy your opponent's ability for this round; this unit does not copy Astrologian or Blue Mage.
[5] Samurai - Third Eye: If you win, this unit doesn't die.
[6] Reaper - Enshroud: If you lose, this unit's strength is set to 8 on death.
[7] Dark Knight - Living Dead: You can play this unit again the very next round after it dies; if you do so, it gets revived for that round, then loses this ability on death.
[8] Dragoon - Dragon Sight: Gain 3 strength on death if you have 6 or more strength than your opponent.
[9] Black Mage - Paradox: If you win, set this unit's strength equal to your opponent's on death.
RULES
This game will be played as a series of independent bouts. There will be 10 rounds per bout. In each round, each player will privately play one unit. After each round, the unit with a higher strength will win, and the player gets 3 points. If it's a tie, neither player wins. If you don't submit or make an invalid submission, you automatically send out a Chocobo to fight.
After each round, both units are revealed and then die (assuming no special abilities). You cannot play a unit that's dead (with the exception of Dark Knight's ability). The player who won the round is also revealed; nothing else is revealed.
The order of ability resolution is that abilities from previous rounds will always resolve first, followed by resolving each ability from [0] Chocobo to [9] Black Mage in that order.
Any units you have that die will go to the underworld. Note that when a unit has its strength altered in any way, it will maintain that altered strength in death. At the end of the 10 rounds, you gain points equal to the sum of their strengths.
At the end of the 10 rounds, the bout ends; both players' points are revealed, and the player with more points wins the bout. In the case of a tie, the bout is tied.
There will be 5 bouts played; the player with more bout wins will win the DM. In the case of a tie, an additional bout will be played. If that bout is a tie, the DMO wins. Note that bouts are independent; unit strength is not carried over between rounds.
SUBMISSIONS
You may submit for a round using either the original strength of the unit, the unit's name, or some abbreviation of the unit's name. For [1] Astrologian and [2] Blue Mage, submit the name of another unit as part of your submission.
Each player will get one minute per turn, with no reserve time. There will be a break between bouts. Players may use whatever (non-automated) tool they want to take notes.
Death Match: Warriors' Death
✏️ This game is a modified version of A Warrior's Death, from The Genius: Heaven and Hell, hosted by us. The differences are summarized in a section at the end of the ruleset.
SUMMARY
RULES
This game will be played as a series of 3 independent bouts. The player who has won more bouts wins the DM.
✏️ In the case of a tie, an additional bout is played. If this bout also ends in a tie, the player with the advantage wins.
At the beginning of the DM, one unit of each strength will be randomly selected to be part of the pool of units. This list will be announced to both players, and all bouts will use that generated pool of 10 units, plus the Chocobo. Players will have 3 minutes to analyze the pool of units.
In each bout, players will get one unit of each strength (plus infinite Chocobos). Each bout consists of 12 rounds. In each round, each player will privately play one unit.
✏️ If a player doesn't submit or makes an invalid submission, they automatically send out a Chocobo to fight.
At the end of each round, the unit with higher strength will win, and that player will earn 3 points. The unit who won the round is announced. Both units are then revealed, then die. Players cannot play a unit that's dead.
✏️ This means that players do not know the strengths of the units, certain non-announced abilities, or whether a unit died.
Most units have abilities. The order of ability resolution is that abilities from previous rounds will always resolve first, followed by resolving each ability from [0] Chocobo to [10] Black Mage/Summoner in that order.
Any units that die will go to the underworld. At the end of the bout, each player gains points equal to the sum of their dead units' strengths.
✏️ Note that when a unit has its strength altered in any way, it will maintain that altered strength in death.
✏️ Players do not gain points from their units that are alive.
When the final round ends, the bout ends; both players' points are revealed, and the player with more points wins the bout. In the case of a tie, the bout is tied.
✏️ Do note that some units may have special abilities that override these general rules; in such cases the unit's ability takes precedence.
UNITS
[0] Chocobo - Does nothing but be cute; you have an infinite supply of Chocobos.
[0] Carbuncle - Can only be summoned by a Summoner. Is also cute. Only one alive Carbuncle may exist at a time per player, so newer Carbuncles will replace older Carbuncles.
[1] Astrologian - Divination: Predict your opponent's unit. If you are correct, gain their strength immediately.
✏️ It is not explicitly announced what the prediction was or whether it was correct.
[1] White Mage - Rescue: Predict your opponent's unit. If you are correct, you win this round, their unit cannot die this round, and they are forced to play it in the next round (with the same active selection); this overrides Holmgang.
✏️ It is not explicitly announced what the prediction was or whether it was correct.
[2] Blue Mage - Aetheric Mimicry: Can be disguised as another unit; this unit does not gain the strength nor abilities of the disguised unit. If the unit has an active, you may fake it. The player who actually won the previous round will be announced as the winner of this round.
✏️ Note that this does not influence the actual result of the round. If this unit is played in the first round, the round result will be announced as both units winning.
[2] Red Mage - Magick Barrier: In the next round, the unit you play will be disguised as a Chocobo, and any announcements from them are hidden.
[3] Bard - Battle Voice: In the next two rounds, your units gain 1 strength.
[3] Dancer - Closed Position: Select a unit; it will be announced to your opponent. If you play that unit in the next round, it gains 3 strength.
[4] Sage - Kardia: Copy your opponent's ability for this round; if a unit with an active is copied, it is treated as if you picked the same option as your opponent.
✏️ The copied ability is resolved at the same time as it is copied.
[4] Scholar - Repose: Silence abilities, buffs, and disguises from your opponent's unit this round; this overrides all other abilities.
✏️ Scholar does not silence debuffs, so a unit with lower strength than their base strength would stay at that strength.
✏️ Effectively, your opponent's unit will just have their base value strength (or lower, if they are debuffed), even if they would otherwise be buffed during this round.
✏️ Death immunity is considered a buff, and would be removed by Scholar.
[5] Samurai - Third Eye: If you win, this unit doesn't die.
[5] Paladin - Cover: In the next round, the unit you play cannot die.
[6] Reaper - Enshroud: If you lose, this unit's strength is set to 8 on death this round.
[6] Machinist - Barrel Stabilizer: Swap strengths with your opponent's unit.
✏️ Multiple swaps are allowed to happen in a single round; e.g. if two swaps happen, both units retain their strength.
[7] Ninja - Huton: You may increase or decrease the number of rounds in the bout by one; if you do so, this is announced.
✏️ Note that if this causes the bout to end in the past, the bout will still end, and the current round (and all rounds before it) will still be resolved; i.e. a round result cannot be retroactively erased.
[7] Gunbreaker - Hypervelocity: If you lose, the bout ends next round; this can be overridden by another Hypervelocity use.
[8] Dark Knight - Living Dead: You can play this unit again the very next round after it dies; if you do so, it gets revived, then loses this ability.
[8] Warrior - Holmgang: If a unit has not been targeted by this, the unit you played in the previous round is targeted. In future rounds, whenever your opponent plays a unit with the appearance of the targeted unit, this unit is revived (if dead), gains 1 strength, and is automatically played against it (without a unit selection).
✏️ The appearance of a unit is itself unless it is disguised.
✏️ If you have multiple units with the same Holmgang target, the unit with higher base strength will have priority in being played.
[9] Dragoon - Dragon Sight: Gain 3 strength on death this round if you have 6 or more strength than your opponent.
[9] Monk - Meditation: Gain 3 strength on death this round if played on a round that is a multiple of 3.
✏️ Rounds are numbered starting at 1 for the first round.
[10] Black Mage - Paradox: If you win, set this unit's strength equal to your opponent's strength; This unit will instead have its strength be set equal to your opponent's strength on death if your opponent's unit dies.
[10] Summoner - Summon Carbuncle: Summon a Carbuncle of strength 0, who has no ability and gains strength equal to your opponent's strength; the Carbuncle will instead gain your opponent's strength on their death if your opponent dies.
✏️ Carbuncles are treated like any other unit; you may play them in future rounds, and Carbuncles die at the end of a round when they are played.
✏️ You may only have one alive Carbuncle at a time; newer ones will replace older ones.
SUBMISSIONS
✏️ You may submit for a round using either the original strength of the unit, the unit's name, or some abbreviation of the unit's name.
✏️ Each player will get one minute per turn, with no reserve time. There will be a break between bouts. Players may use whatever (non-automated) tool they want to take notes.
DIFFERENCES
This game is a modification of A Warrior's Death, though the core gameplay is the same. There are a few differences.
A pool of 10 units is randomly selected at the beginning of the DM to be used for each bout.
The DM consists of 3 bouts. There are now 12 rounds per bout.
There are 12 new units.
There are 11 strengths of units; due to this, Dark Knight, Dragoon, and Black Mage all had their strengths increased by 1.
Dancer and Ninja have abilities that can announce additional information. Blue Mage can also announce additional information by faking a disguise's active.
Sage now also copies the opponent's active selection.
"On death" abilities have been clarified to be "on death this round," meaning they only trigger if the unit dies this round.
RESTRICTIONS
✏️ There are no special restrictions for this DM. You may use anything you want (e.g. pencil and paper, a spreadsheet) to take notes. You may not use any automated software.
CLARIFICATIONS
Clarification / Amendment: Black Mage's effect should say "This unit will instead have its strength be set equal to your opponent's strength on death if your opponent's unit dies."
This is consistent with how the unit works in the original game, I just worded it poorly here; apologies.
Clarification: For Scholar, this additional clarification is added:
✏️ Death immunity is considered a buff, and would be removed by Scholar.
Clarification: For Summoner, the Carbuncle is added to your inventory, and you may play it as a unit in future rounds.
Clarification: The term target, used in Warrior, does not allow the player to make an active decision.
Clarification: White Mage making a correct prediction means that the opponent loses the round (unless they have an ability that otherwise prevents or overrides this).
Amendment: Warrior does not have an active selection; the rules image (Differences from A Warrior's Death) is outdated, sorry about that.
Clarification: Scholar silences will prevent the opponent's unit from having an active. This means that whatever active your opponent chose is not announced.
Clarification: For Reaper, losing is defined as you not winning, and the opponent winning.
Clarification: Warriors are automatically played from Holmgang, even if it may cause the unit that was targeted by Holmgang to no longer be played. For instance, if both players' Warriors are brought out from Holmgang on the same round, then both original units are overriden.
Clarification: For Warrior, in the phrase "this unit is revived (if dead)," the term "this unit" refers to the unit with Holmgang as its ability.
Battling (The game involves players attacking each other.)
Points-based (The game involves players earning points.)
Psych (The game tests the players' psychological & bluffing abilities.)
Simultaneous (The game involves players taking their turns simultaneously.)