In this Death Match, play Flower Field with a psych twist.
Designer(s): MarcerMercer | Match Type: DM (for 2 players) |
Featured in: DOW: The Genius | |
See Also: Flower Field |
DM1: DOUBTING FLOWER FIELD
In this very not simple Death Match, players try to place on a flower field such that there are no repeating patterns… but with a hidden twist! Credit to e_is_cool for the original design, Flower Field.
Doubting Flower Field is very similar to Flower Field. Thus, below, I will explain the rules to Flower Field:
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 (@Zac or @Shaun), will choose which player goes first. Flowers are either red, blue, or yellow.
During your turn, a player can place either 1 or 2 flowers on the grid; these flowers must be placed orthogonally adjacent to existing flowers on the board.
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.
However, Doubting Flower Field adds an epic twist to this already epic game: each player will place 2 flowers anywhere on the grid, before the game, that are hidden on the field. Players may use these "hidden" flowers to challenge, and I will always declare them as successful. If your opponent and you place your hidden flower on the same tile, no hidden flower is placed there at all, for either player.
To combat hidden flowers, players may also challenge-challenge. If you think your opponent's challenge is a lie because either 1) their hidden tile is not one of the tiles they challenged with or 2) their hidden tile would be of the wrong color or 3) no matter what color the hidden tile is, the flower fields would not be duplicates, you may challenge-challenge. Failing a challenge-challenge is another life lost for you, but if you succeed, you gain a life back and your opponent loses a life. I will simply state if a challenge-challenge is successful or not; no further information will be distributed to either player.
If a tile were to be placed in-game over a hidden tile, the hidden tile "explodes." The newly-placed in-game tile will override the hidden tile, but the player who made the hidden tile "explode" will lose 1 life.
Players have 5 lives in Doubting Flower Field.
RESULTS
You win Doubting 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. Players will receive an extra minute if they challenge. Each player also has 10 minutes of reserve time, which will be used in 30-second periods. You lose the game if you run out of reserve time.
Bluffing (The game involves players being able to peform illegal actions and being punished for being called out.)
Grid-based (The game involves play on a grid.)
Meme (The game involves non-serious elements and was designed more as a meme.)
Observation (The game tests the players' observational skills.)
Patterns (The game involves players finding and interacting with patterns.)
Piece placement (The game involves pieces being placed on a board.)
Psych (The game tests the players' psychological & bluffing abilities.)
Strategy (The game tests the players' strategic & tactical abilities.)
Turn-based (The game involves players taking turns one after another.)