In this Death Match, win a duel between wizards by playing your hand skillfully.
Designer(s): Deusovi | Match Type: DM (for 2 players) |
Featured in: Genius Game 3.3, DM Colosseum, Squeaky Genius: Legends Untold, Blooming Genius: The Elder Tree, The Genius Puzzler | |
Awards: Best Psychological DM 2022 |
Final Match: Wizard's Duel
Your objective is to win a spell-casting match against your opponent... and do it twice.
The game is divided into 3 matches. Each match will conclude on a win for one player; the first player to win two matches wins the game.
Each match is divided into 9 rounds. In each round, you will choose a spell to cast. In general, the spell with higher strength scores a hit, but effects might change that.
These are the spells, along with their strengths and effects:
If a match is not automatically won (due to the effects of 2 (Counterspell) or X (Power Word Kill)), the match ends after 9 rounds. The player with more hits scored wins the match. In case of a tie, the player with the Balance of Harmony item wins the match.
Matches have no impact on future matches. In particular, any effects that refer to the next round do not occur, and both players are reset to the standard 9 spells. The player to win two out of three matches wins the game.
Submissions and time controls:
Items:
⚔ Wizard's Duel ⚔
This game appeared in Genius Game 3.3, hosted by me and Deusovi, as Final Match 1.
The goal of the game is to win a spell-casting match against your opponent. Most of the time, you just need to play a higher card... but spells are spells, and they have a variety of effects.
RULES
The game is a best-of-3 match. The game is divided into 3 bouts; each bout is an identical game and independent from other bouts. The first player to win 2 bouts wins. The rest of these rules talk about a single bout.
Each player begins with the same set of 9 spells in their hand. Each spell has a strength and an effect. The list of spells are given at the end of the rules.
The bout is divided into 9 rounds. Each round, you must submit a spell you have in your hand privately. After both players decide on a spell, they will cast their chosen spell, removing it from their hand.
Normally, the identities of the spells are revealed, and their effects take place. Afterwards, the player that plays a spell with higher strength wins 1 point. In case a tie, neither player gets any point. However, some spells change these; if a spell says otherwise, their effect takes precedence.
If the bout doesn't end prematurely due to a spell's effect, the bout ends after 9 rounds. The player with more points wins. In case of a tie, the bout is replayed.
List of spells (strength in parentheses):
ADMINISTRATION
Make your moves in your private channel. State the spell you wish to play.
Information revealed in public game room: identities of spells, score count, bout winner, bout win count.
Information revealed in private channel: nothing. But you may ask for your current hand; your timer will not pause, though.
Time controls: 1 minute per round. You may change your move until the end of the round. If at deadline you haven't submitted a move or your move is illegal, assuming the opponent has a legal submission: You play a random spell in hand. If the opponent wins instantly, they do, otherwise the opponent wins a point regardless of what the result should be. Your spell effect still activates except for instant-win of 2 and X. (If both players miss a submission, it is stated so and the round is restarted.).
For effect of Charm Person (8), you will get another 1 minute to pick which spell to ban after seeing the opponent's spell, and missing deadline simply causes you to skip banning (but you may continue the bout).
Erratum: If a player has an illegal submission or no submission at deadline, assuming the opponent has a legal submission: The offending player plays a random spell in hand. If the opponent wins instantly, they do, otherwise the opponent wins a point regardless of what the result should be. The offending player's spell effect still activates except for instant-win of 2 and X. (If both players miss a submission, it is stated so and the round (not bout) is restarted.)
Clarification: If you play 8, you ban after seeing the results.
🔴 ⚔️ Death Match (Red Meadow): Archwizard's Duel ⚔️ 🔴
In this duel of wizards, overwhelm your opponent with fantastic spells.
In each duel, cast a stronger spell than the opponent to get a point. Or perhaps cast a spell for its effect. Either way, outthink your opponent so you score more points, or perhaps win a duel instantly. The first player to win three duels wins the game.
The first version of this game, Wizard's Duel, was invented by Deusovi. It first appeared in Genius Game 3.3 and later appeared in DM Colosseum. This version has several changes from the original.
RULES
The game is divided into five duels, plus one possible tiebreaking duel. Each duel is independent from each other and results in one player scoring a victory (or potentially neither player, in case of a tie). The player that scores more victories wins the game.
🀄 At the start of each duel, you begin with 10 spells in hand. Each spell has a strength and an effect. The list of spells is given under the 📌 "spells" heading below. Some spells override the general rules; if a spell's effect contradicts the general rules, the spell's effect takes precedence.
Each duel consists of 10 rounds, although it may end early.
🧠 In each round, each player casts one spell they have in hand. Players choose simultaneously, so you don't know what your opponent is going to cast.
After both players have chosen their spells, the spells are revealed and cast, and their effects take place. The player that casts a spell with higher strength wins 1 point; in case of a tie, neither scores any point. Either way, your chosen spell is removed from your hand.
🧬 The timing of effects uses common sense. Effects that modify the current round's scoring, including some instant-win effects, take place during scoring. Other effects take place right after scoring.
👑 The duel ends after 10 rounds. The player with more points wins the duel and scores a victory. In case of a tie, the duel ends in a draw.
👑 Some spell effects may end a duel prematurely and declare a winner for the duel. In this case, the spell's effect states who wins the duel.
👑 The DM consists of five duels. After five duels, the player with more victories wins the DM. The DM also ends after a player has three victories, as the opponent cannot catch up.
🧬 If a duel ends in a draw, it's possible that both players end the set of duels with the same number of victories. In this case, an extra duel is played; the winner of this duel wins the game. If this extra duel also ends in a draw, the player with the DM advantage wins the game.
📌 Spells
The strength of a spell is given to the left of its name. Power Word Kill (X) has no strength. The effect of each spell is listed directly after its name; the bullet points are for clarifications of interactions.
0️⃣ (0) Phantasmal Killer: After scoring, if you are leading by two or more points, you win the duel.
1️⃣ (1) Greater Restoration: Return the spell you cast in the previous round into your hand.
2️⃣ (2) Counterspell: Cancel the effect of your opponent's spell this round. If your opponent casts Power Word Kill (X) this round, you win the duel.
3️⃣ (3) Fog Cloud: Next round, the identity of your spell is hidden.
4️⃣ (4) Confusion: The winner of this round is the player that casts the spell with lower strength instead.
5️⃣ (5) Bless: Next round, the strength of your spell is increased by 2.
6️⃣ (6) Firebolt: If you win this round, you get 2 points instead.
7️⃣ (7) Ray of Frost: Next round, the strength of your spell is decreased by 2.
8️⃣ (8) Charm Person: After scoring, you may choose a spell other than Counterspell (2) and Power Word Kill (X). Next round, your opponent must cast a spell other than your chosen spell if able.
🇽 (X) Power Word Kill: This spell wins against all spells other than Counterspell (2) and Power Word Kill (X). If your opponent casts Greater Restoration (1) this round, you win the duel.
ADMINISTRATION
📌 ⏰ Timing
You have 90 seconds to decide on a spell. If you run out of time, you lose the duel.
If you play Charm Person (8), you have 30 seconds to choose a spell. If both players play Charm Person (8) at the same time, both players will make their decisions simultaneously. If time runs out, you are assumed not to choose a spell.
There is a 90-second break between duels.
📌 🧠 Submissions and allowed tools
Your submissions are done in your table channel. There is one exception: If you play Charm Person (8) and your opponent doesn't, you may opt to declare your choice in the game room. In all cases, you may change your submission until the deadline.
When casting a spell, your submission consists of the spell you want to cast. It must be among the spells still in your hand. You may either give the name or the (unmodified) strength of the spell.
When choosing a spell for Charm Person (8), your submission consists of the spell you want to choose. It can be any of the spells other than Counterspell (2) and Power Word Kill (X).
You may use any available tools for note-taking. However, you may not talk to other people or use any automated programs.
📌 📡 Information
Nearly everything in this game is public information; the main exceptions are the spells that are going to be cast for the current round, and spells hidden by Fog Cloud (3).
More specifically, this game has the following pieces of information, along with how and when they are revealed to the players, if at all. If a piece of information is not in this list, it is likely public information, but feel free to clarify.
🔺 Publicly announced, at the end of every round
🔺 Publicly announced, at the end of every duel
🔺 Publicly announced, at the end of the DM
🔻 Explicitly only private to you
CLARIFICATION
📌 Differences from Wizard's Duel
The first version of the game is called Wizard's Duel and was invented by Deusovi. It first appeared in Genius Game 3.3, and later appeared in DM Colosseum.
The changes from Wizard's Duel are:
As this is a variant of Wizard's Duel, the same restrictions regarding practicing DM applies to Wizard's Duel itself: you may only practice Archwizard's Duel, Wizard's Duel, or similar games with players in this ORG, not spectators, eliminated players, or other people not in this ORG.
📌 DM advantage
During the first 11 episodes, the DM advantage (wins ties in the tiebreak duel) goes to the player chosen as the DM Opponent.
If this game becomes a Final Match game, the DM advantage will be described later.
Death Match 3: Wizard's Duel
In each duel, cast a stronger spell than the opponent to get a point. Or perhaps cast a spell for its effect. Either way, outthink your opponent so you score more points, or perhaps win a duel instantly. The first player to win two duels wins the game.
Wizard's Duel was invented by Deusovi. It first appeared in Genius Game 3.3 and later appeared in DM Colosseum. A variant of the game, Archwizard's Duel, appeared in Blooming Genius: The Elder Tree. The rules here are taken from that version, with some changes.
RULES
The game is divided into three duels, plus one possible tiebreaking duel. Each duel is independent from each other and results in one player scoring a victory (or potentially neither player, in case of a tie). The player that scores more victories wins the game.
At the start of each duel, you begin with 9 spells in hand. Each spell has a strength and an effect. The list of spells is given under the "spells" heading below. Some spells override the general rules; if a spell's effect contradicts the general rules, the spell's effect takes precedence.
Each duel consists of 9 rounds, although it may end early.
In each round, each player casts one spell they have in hand. Players choose simultaneously, so you don't know what your opponent is going to cast.
After both players have chosen their spells, the spells are revealed and cast, and their effects take place. The player that casts a spell with higher strength wins 1 point; in case of a tie, neither scores any point. Either way, your chosen spell is removed from your hand.
The timing of effects uses common sense. Effects that modify the current round's scoring, including some instant-win effects, take place during scoring. Other effects take place right after scoring.
The duel ends after 9 rounds. The player with more points wins the duel and scores a victory. In case of a tie, the duel ends in a draw. However, some spell effects may end a duel prematurely and declare a winner for the duel. In this case, the spell's effect states who wins the duel.
The DM consists of three duels. After three duels, the player with more victories wins the DM. The DM also ends after a player has two victories, as the opponent cannot catch up.
If a duel ends in a draw, it's possible that both players end the set of duels with the same number of victories. In this case, an extra duel is played; the winner of this duel wins the game. If this extra duel also ends in a draw, the Death Match Opponent wins the game.
Spells
The strength of a spell is given to the left of its name. Power Word Kill (X) has no strength. The effect of each spell is listed directly after its name; the bullet points are for clarifications of interactions.
1️⃣ (1) Greater Restoration: Return the spell you cast in the previous round into your hand.
2️⃣ (2) Counterspell: Cancel the effect of your opponent's spell this round. If your opponent casts Power Word Kill (X) this round, you win the duel.
3️⃣ (3) Fog Cloud: Next round, the identity of your spell is hidden.
4️⃣ (4) Confusion: The winner of this round is the player that casts the spell with lower strength instead.
5️⃣ (5) Bless: Next round, the strength of your spell is increased by 2.
6️⃣ (6) Firebolt: If you win this round, you get 2 points instead.
7️⃣ (7) Ray of Frost: Next round, the strength of your spell is decreased by 2.
8️⃣ (8) Charm Person: After scoring, you may choose a spell other than Counterspell (2) and Power Word Kill (X). Next round, your opponent must cast a spell other than your chosen spell if able.
🇽 (X) Power Word Kill: This spell wins against all spells other than Counterspell (2) and Power Word Kill (X). If your opponent casts Greater Restoration (1) this round, you win the duel.
ADMINISTRATION
Timing
You have 90 seconds to decide on a spell. If you run out of time, you lose the duel.
If you play Charm Person (8), you have 30 seconds to choose a spell. If both players play Charm Person (8) at the same time, both players will make their decisions simultaneously. If time runs out, you are assumed not to choose a spell.
Submissions and allowed tools
Your submissions are done in your submissions channel. There is one exception: If you play Charm Person (8) and your opponent doesn't, you may opt to declare your choice in the game room. In all cases, you may change your submission until the deadline.
When casting a spell, your submission consists of the spell you want to cast. It must be among the spells still in your hand. You may either give the name or the (unmodified) strength of the spell.
When choosing a spell for Charm Person (8), your submission consists of the spell you want to choose. It can be any of the spells other than Counterspell (2) and Power Word Kill (X).
You may use any available tools for note-taking. However, you may not talk to other people or use any automated programs.
Information
Nearly everything in this game is public information; the main exceptions are the spells that are going to be cast for the current round, and spells hidden by Fog Cloud (3).
More specifically, this game has the following pieces of information, along with how and when they are revealed to the players, if at all. If a piece of information is not in this list, it is likely public information, but feel free to clarify.
Publicly announced, at the end of every round
Publicly announced, at the end of every duel
Publicly announced, at the end of the DM
Explicitly only private to you
In addition, the following side effects of spells are visible even if you hide the spell using Fog Cloud (3):
To make finals is to demonstrate inner strength, wisdom, and courage. In this world, your power has begun to rival that of gods. No further proof is necessary than when the Olympians themselves recognized your talents. Zeus personally invited you to join the Olympians as one of the new gods of this world. But they only have one seat for their next Olympian, and there are two of you. Who will ascend will be chosen by a duel. Each of the Olympians have pledged to lend you their power during the duel — but it’s up to you to use them wisely to ascend to Mount Olympus.
In The Gods Collide, players pray to the 12 Olympians to channel their powers in psychological warfare.
This Final Match takes place in 3 bouts. The player to win 2 bouts first wins.
Each bout takes place over 9 rounds. During each round, both players will privately submit a power to channel. Each power has a strength and an effect.
At the end of each round, the powers channeled by both players are revealed. Then, the player who channeled the power with greater strength wins 1 point. If there is a tie, neither player gains a point. Both powers are then exhausted and may not be used again for the rest of the bout.
Some powers override the general rules; if a power's effect contradicts the general rules, the power's effect takes precedence.
After 9 rounds have taken place, the bout immediately ends. The winner of the bout is the player with more points.
There are a total of 9 powers in The Gods Collide. They are as follows, from lowest strength to highest.
1 (Great Harvest): The power channeled in the previous round is refreshed; you can channel it again in a future round.
2 (Divorce): Cancel the effect of your opponent's power this round. If your opponent channels Power Bolt Kill (X) this round, you win the bout.
3 (Trickster Magic): The identity of your next power is hidden.
4 (Night Plague): This round, the power with lower strength wins the point instead of the power with higher strength.
5 (Forge): Your next power’s strength is increased by 2.
6 (Bloodlust): If you win this round, you win 2 points instead of 1.
7 (Trident of the Sea): Your next power’s strength is decreased by 2.
8 (Charm): After powers are revealed, you may declare a power that your opponent may not channel during the next round.
X (Power Bolt Kill): This spell has no strength. This spell wins against any other spell except 2 (Divorce). If this spell is played against 1 (Great Harvest), you immediately win the bout.
Each round, players will have 90 seconds to submit a power to channel. If you do not submit a power in time, you immediately lose the bout.
Athena’s Wisdom — Earn the ability to channel the power, Wisdom of Warfare. The effect is as follows:
This power can be channeled during any round in any bout, but may only be done once during the entire Finals Match.
Hestia’s Hearth — At the end of a bout, if the scores are tied, the owner of this item wins the bout.
Apollo’s Daybreak — After a round, you may publicly declare that you will use Apollo’s Daybreak. If so, the last round is undone. The game then resumes.
The item drafting order is as follows: Violet, Violet, Violet.
Clarification: Apollo's Daybreak cannot be used if a bout ends. Essentially, it cannot undo the results of a turn that results in a win, or undo the 9th round.
Cards (The game involves cards of any kind.)
Psych (The game tests the players' psychological & bluffing abilities.)
Simultaneous (The game involves players taking their turns simultaneously.)