Producing Numerous Particles

In this Main Match, become the first to master two elemental particles by managing your resources.

Designer(s): RedsToad Match Type: MM (for 3 players)
Featured in: The Genius: PnP

Summary:

Use the elemental particles to create even more of them!

When enough are made, ceize control of every single one, become the master of the element!

The player to master 2 elements first wins the final main match!


- - Elemental Particles and Buildings - -

This game will use 4 elemental particles: Fire, Water, Earth and Air.

Players start with 10 of each elemental particle.


If at any point a player has negative amount of a particle, they are unable to gain any more for the rest of the game.

If every player except for one is in the negatives, the sole player has mastered the element.

Mastering 2 elements immediately wins the game.


The 4 elemental particles along with garnets will make 5 resources.

Each resource will have 4 tiers of buildings that will manipulate it, either produce more and give it to you or remove some from the opponents.


Buildings will be abbreviated to the resource's first letter and the tier of the building.

For example, Air building tier 4 is A4, Garnet tier 2 is G2.


Each building will have a cost that you need to pay to be able to build it.

Some buildings will have an entry effect that will activate only once, right after you buy it.

These effects will be italisized.

Most buildings will have a lasting effect that will activate your every turn, including the turn you buy it on.


Each building can stack; multiple copies of the same building will each work, multiplying the output.

For example, A1 gives 1 air; 10 copies of A1 will give 10 air.


️⃣ A2, A3 and F4 are able to produce other buildings. The Lasting effects of created buildings also* activates.

*️⃣ W3 is able to remove your own buildings. The effects of the removed building will not activate.


The list of all buildings can be found at the end of the rules.


- - Submissions - -

On your turn, you can submit 2 things:

  • A building, its tier and how many copies to build (for example, build 10 A1s). You can only buy one type per turn.
  • A resource type to buff. You can not pick any of the 3 resources picked by anyone since and including your last turn. (Dems picks G. Pengu picks A. Tog picks W. Dems can only pick F or E).

A buffed resource will cause all buildings of that type to activate twice.

For example, buffed A1 will give 2 air.


Buying a building that is buffed will cause an Entry effect to activate twice.

Buffing a building will not cause previously bought buildings with an Entry to activate again.



After your turn, the purchased building will activate its entry effect; all your buildings will activate their lasting effects and produce resources.

The whole board is updated and the next turn start.


- - Game End - -

As soon as any player achieves mastery of 2 elements, the game ends.

:ToL: The player achieving mastery wins the MM and advances to finals.

:EC: The other two players will head to the DM to fight for the other spot.

:DMO: The winner will decide which of the two players is the DMO.


I do not want the game to take longer than 3 hours.

If 3 hours pass without the game finishing, the game ends.

Each building produces once more and then the player who has the most of the resource is considered to control that resource.


I will not tolerate deliberate stalling.

Taking time to plan out your moves and discuss it with the other player is ok, seeing that you're ahead and refusing to submit is not.

If the game ends due to 3 hour cap, the host can decide to make the player who spent most time EC and give the ToL to the player who spent the least time.

I trust you all to not come to this, but this is TG and I have to cover this.


- - List of Buildings - -


Garnet buildings:

Dems starts with 23 garnets, Pengu with 21 and Tog with 7.

G1

  • Cost: 4 garnets.
  • Entry: Opponents gain 3 garnets.
  • Lasting: Gain 1 garnet.

G2

  • Cost: 4 of each elemental particle.
  • Entry: Opponents lose 3 garnets.
  • Lasting: Gain 2 garnets.

G3

  • Cost: All of your garnets, but at least 10.
  • Entry: Gain 6 of each resource.
  • Lasting: For each garnet lost by any player by an effect after your last turn, gain 1 garnet.

G4

  • Cost: All of your garnets, but at least 100.
  • Lasting: Opponents lose a number of garnets equal to the number of times this building has activated. (starts at 1)

Fire Buildings

Players start with 10 fire.

F1

  • Cost: 2 fire.
  • Lasting: Opponents lose 1 fire.

F2

  • Cost: 1 fire, 1 F1.
  • Lasting: Gain 1 fire.

F3

  • Cost: 10 fire, 10 air.
  • Entry: Gain 40 fire.

F4

  • Cost: 100 fire, 25 garnets.
  • Lasting: Opponents lose a random building of a lower tier. Fire buildings are priorized.

Water Buildings:

Players start with 10 water.

W1

  • Cost: 3 water.
  • Lasting: Gain 2 water. Opponents gain 1 water.

W2

  • Cost: 7 water.
  • Lasting: Gain 1 water. Opponents gain 2 water.

W3

  • All of your water, but no more than 30.
  • Entry: Lose 1 water building of your choice.

W4

  • Cost: 80 water, 25 garnets.
  • Entry: If you have more than 1 W4, lose 200 water.
  • Lasting: If any player has 100 or more water, they lose 200 water.

Earth Buildings:

Players start with 10 earth.

E1

  • Cost: 10 earth.
  • Lasting: If you have the most fire, gain 8 earth.

E2

  • Cost: 10 earth.
  • Lasting: If you have the most water, gain 8 earth.

E3

  • Cost: 10 earth.
  • Lasting: If you have the most air, gain 8 earth.

E4

  • Cost: 20 earth, 25 garnets.
  • Lasting: Opponents lose 20 earth.

Air Buildings:

Players start with 10 air.

A1

  • Cost: 2 air.
  • Lasting: Gain 1 air.

A2

  • Cost: 10 air.
  • Lasting: Gain 2 copies of A1.

A3

  • Cost: 100 air.
  • Lasting: Gain 5 copies of A2.

A4

  • Cost: 10000 air, 25 garnets.
  • Entry: On your next turn, if you have strictly more A4s than opponents, they lose 10000 air.

Tags


Live MM    (The game is a Main Match that is specifically designed to be played in a live session.)