Unlucky For Some

In this Death Match, try to win two out of three different games while playing them all at once.

Designer(s): Zero Match Type: DM (for 2 players)
Featured in: Zero's Guardians

This DeathMatch is both an Isolated and a Sprint DeathMatch.

You will take part in 3 Trials played simultaneously. The player who wins 2 of these Trials will win the DeathMatch.

You will be required to hop between 3 channels analyse the current position, and respond to all 3 games within 5 minutes.

The games will last for 13 Rounds.


The Rules to the first game will be revealed 48 Hours before the DM.

The Rules to the second game will be revealed 24 Hours before the DM, at which point you will be Isolated and communications will be blocked.

The Rules to the third game will be revealed 3 Hours before the DM.


The names of the Trials are:

Candle Countdown

Know Your Nodes

Wandering Noughts and Crosses


Trial 1: Candle Countdown


In front of you are 9 candles on a series of candles holders.

During the game you will light these candles, and they will burn for a set number of rounds.

There are 3 slow candles that burn for 3 rounds.

There are 3 medium candles that burn for 2 rounds.

There are 3 fast candles that burn for 1 round.

All candles look identical until the round after they are burnt.


Before the start of the game, you must privately assign the numbers 0 to 8 and letters A to I to these candles.

You must do so in a way that the sum of each candle multiplied by its burn time is 75 or fewer.

Once you have done this, each players candles are labelled A to I left to right.

Additionally, the even numbered candles will be given a black trim, and the odd numbered given a white trim.



During your turn you may choose whether or not to do each of these actions:

Light one of your candles. You may light 1 candle maximum per round.

Extinguish one of your candles. You may do this a maximum of twice in the DM, and this must be on different candles.


At the end of each round, we secretly sum the numbers on all lit candles.

Whichever player has a higher total earns 1 point, this is revealed publicly.

If this is a tie, whichever player has more candles lit earns a point.

If this is again a tie, no point is awarded.

If the total of the numbers on lit candles is 10 or greater, a star will appear next to their candles.


Whichever player has more points at the end of the 13 rounds wins this Trial.

If the score are tied at the end of the DeathMatch, whichever player had more candles lit at a single time wins.

If this is again a tie, the player who won the last point wins.


The following is an example calculation for 1 players set of candles:



This is an invalid arrangement of numbers to candles, as it shows the maximum strength of 90.

However this arrangement has been used for simplicity.

As you can see the even numbers are black, and the odd numbers white.

There is no indication of candle burn speed on the board itself.


Round 1: Light Candle I



Round 2: Light Candle F



Round 3: Light Candle B, Extinguish Candle I



Round 4: No Action



These are all the possible sizes of candles:



Trial 2: Know Your Nodes


This game features a series of nodes in 13 bounded regions.

Each players starts the game with 3 Sway.

Players can have a maximum of 50 Sway at a time.

Players can spend Sway and invest them into nodes.

Unspent Sway will carry over between rounds...

...but if you Sway is greater than the round number then it will be reduced by the rounds number but so that is less than the round number.

For example, if you had 10 Sway and it was round 7, your Sway would become 7 as Max[7, 10-7]=7

If you had 10 Sway and it was round 4, your Sway would become 6 as Max[4, 10-4]

If you had 10 Sway and it was round 11, your Sway would remain at 10 as it is less than the round number.


Here is what the board will look like for the game:



Players control a node if they either:

They are the only player to have invested in the node.

They have invested at least 2 more Sway into the node than the opponent.

Nodes will becomes the colour of the player who controls it. Yellow for the DMO, and Red for the EC.


Players control a region if:

They controls more than half of the nodes in the region.

Regions will be surrounded by the colour of the player who controls it.


At the end of each round it is revealed:

Who controls which nodes, but not how much Sway is invested.

Who controls which regions, but not how much Sway is invested.

The current Sway each player has


At the end of each round players gain Sway equal to:

2 + Total Nodes You Control + Total Regions you Control + 1 Sway for every 2 Unspent Sway.


Example of processing calculation:

Lets say it is round 3 and you have 10 Sway.

You invest 5 Sway into a single node, which wins you that region.

This means you have 5 Unspent Sway, 1 claimed Node, and 1 Claimed Region.

You gain 2+1 (Node)+1 (Region)+2 (Unspent 5/2 rounded down) = 6 Sway

Your Unspent Sway is reduced to Max[3,5-3] = 3.

This means your total Sway at the start of the next round is 3+6=9



When you invest your Sway, please identify the nodes by the coordinates.

Please note however, you may only invest into 1 node per region, per round.


If your submission is invalid, you will not spend the Sway


If a player controls 9 regions at any point they win this Trial.

Otherwise the Player who controls more regions after 13 rounds wins this Trial.

If there is a tie, whichever player controls more nodes will win this match.

If this is a tie, we check which player was last winning in an earlier round by these metrics.


Trial 3: Wandering Noughts and Crosses


This game is played on a 6x6 board with the corners removed.

In this game, the DMO player will play as Circles pieces, the EC will play as Cross pieces.


During your turn you may perform 2 of the following 3 actions:

Place a wall on an empty space, this may be done a maximum of 2 times throughout the game per player.

Move a piece, pieces can move to one of the 8 possible surrounding spaces if they are empty.

Pieces may not move diagonally through diagonally connected walls.

Place a symbol, this must be on a space and either: [orthogonal to, or on top of, one of your opponents pieces] or [the eight surrounding spaces are all empty]

This check is based on the current board position at the start of the round (the last image posted).


Walls are placed before moving, and moving occurs before placing.


If both players place a wall on the same space, the space will still become a wall.


If a piece attempt to move to where a wall was just placed, the move is cancelled.

If a piece attempts to move to an occupied space, the move is cancelled.

Moves happen simultaneously, so if a piece is moving from B2 to B3, then a piece on B1 could move to B2 on the same turn.


If a piece attempted to placed where a wall was just placed, the place is cancelled.

If a piece attempts to be placed where an enemy piece just moved to, the piece is instead placed where the enemy piece was.

If a piece attempts to be placed where a friendly piece just moved to, the place is cancelled.

If two pieces attempt to move to the same unoccupied space, they swap locations instead of moving.


You may not place a wall during the first 2 rounds.


After 13 rounds, whichever player has more '3 in a rows' for their piece, either vertical, horizontally or diagonally, wins.

If there is a tie, whichever player had more '3 in a rows' than the opponent first, wins.


Tags


Area control    (The game involves controlling more area on the board in order to win.)


Black & White    (The game takes elements from the Black & White game series from The Genius TV show.)


Connect in a row    (The game involves players connecting pieces in a row, like gomoku.)


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


Limited communication    (The game cuts or restricts communications in some way between players.)


Piece movement    (The game involves pieces moving on a board.)


Piece placement    (The game involves pieces being placed on a board.)


Psych    (The game tests the players' psychological & bluffing abilities.)


Simultaneous    (The game involves players taking their turns simultaneously.)


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


Tic-Tac-Toe    (The game involves elements of the classic game Tic-Tac-Toe.)