Death Match Tournament

TBD

Designer(s): elara Match Type: MM (for 8 players)
Featured in: The Choice is Yours

Main Match 6: Death Match Tournament

In Death Match Tournament, players compete in various DM's. Of course, these aren't just any DM's...


Seeding + Bracket

Players are divided into two Groups, Group A and Group B. These Groups are independent, and each one determines a winner and loser. Each Group is seeded, but this seeding is purely for the purpose of matching players up.

The tournament is single elimination. First, the 1st seeded player in each group plays against the 4th seeded player, and the 2nd seeded player plays against the 3rd. The winners of each of these DM's play each other, and the winner of that DM is the winner of the group. Similarly, the losers of the first two DM's play each other, and the loser of that game is the loser of the group.


Endgame + Garnets

The two players that win in their respective groups are the winners of the Main Match. They each receive one Token of Life. They also decide which of the two groups' losers is the Elimination Candidate. If there is a consensus, a player is chosen. Otherwise, the two losers play a one-day single-submission match to determine the loser. (More details on this match will be revealed if it becomes relevant.)

A player wins two Garnets for every game they win.


Twists

Group Twist: The Group Twist concerns the first DM to be played; some specifics are revealed already in #mm6-announcements; more will be revealed when the DM's rules are.


MM Winner Twist: The MM Winner decides the brackets that will be used in the match. Submit a division of players into Groups, and a seeding within the Groups.


DM Winner Twist: The DM Winner creates an Advantage Priority List for the various Death Matches. For every Death Match, the player that is higher on the Priority List will receive the Advantage.


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Clarification/Amendment: The DM Winner's decision is not shown publicly. Instead, at every matchup, the player with the Advantage in that match is revealed.

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Death Match Alpha: Supreme Matrix Showdown

In Supreme Matrix Showdown, players engage in a betting war about the choices of others.


Decisions

Before the DM's, each player in the ORG must choose an Alignment on the standard Alignment Chart. This means they must choose one of {Lawful, Neutral, Chaotic} as well as one of {Good, Neutral, Evil}. These decisions will influence the outcome of each individual DM.

(A player makes one decision, that affects all four matches.)


Gameplay Overview

In this game, there are 8 rounds. Each of the rounds concerns one of the players that are alive; the order in which the players are positioned is determined by the pre-game Group Twist decision.

In each round, one of the DM participants is the active player. This role alternates every round. The active player decides which of the two DM participants is betting first in the round, and which one is betting second.

Then, both participants make a bet, based off of what they believe the decision of this round's player is.

Afterwards, that player has their initial choice revealed. Participants then earn or lose chips based on whether they were correct.


Betting Specifics

Players start out with 6 chips. If a player ever hits 0 chips or goes negative, both players are given chips evenly until they have at least 4 chips.

While betting, each participant makes a bet (in the order decided on by the active player). The first player to bet may either bet on entropy (lawful, neutral, or chaotic), or morality (good, neutral, or evil). The second player bets on the other axis.

Normally, the first player to bet can choose to bet up to half of their opponent's chip count. The second player must bet at least as much as the first player. When the results are revealed, a player that is correct receives a payout of the number of chips they bet, while a player that is incorrect loses their bet chips.

However, all of these are simply base rules, and various abilities may affect the game.


Abilities

When a player is betting first, some choices may cause side effects for their opponent (these are written from the second player's POV):

Lawful: You must bet at most 1.5 times as much as your opponent bet (rounded down). This ability will not go in effect two rounds in a row for the same player. (So if, for instance, a player moves first and chooses Lawful in Rounds 6 and 7, there is no restriction on the second player's bet in Round 7.)

Chaotic: You must bet at least twice as much as your opponent did.

Good: For this round, a player that is correct receives a payout of twice the amount they bet (rather than the amount they bet).

Evil: If you are incorrect, you give your opponent three additional chips. If you are correct, your opponent gives you one chip.

(Neither Neutral choice has an additional effect.)


In addition, every Alignment has another associated ability:


After a round ends and the chosen Alignment is revealed, the associated effect with that alignment occurs.


Timing

Players have 1 minute to make a bet. They have 5 minutes of reserve time total.


Endgame

At the end of the game, the player with more chips wins.


Advantage

The player with the Advantage decides who goes first in the first round. Additionally, they win in the case of a tie at endgame.


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Amendment: Reducing the time to 30 seconds for any decision (to speed things up overall). Still 5 minutes of reserve time.


Clarification: The player with the Advantage decides who is the Active Player with the first round.

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Death Match Beta: Out of Your Element

In Out of Your Element, players outmanuever their opponents in a game of psychology.


Decisions

Each player has three cards, labelled A, B, and C. Players should choose an element (either earth, wind, water, or fire), for each card. (They do not need to have the same element.) In addition, they should distribute the three strength levels, {Strong, Medium, Weak}, among the three letters. (The purpose of this will be apparent shortly.)


Deck Assembly

In every bout a player creates a deck of 6 cards. These cards are chosen from the decisions of other players. Choose six players, then for each player, pick either A, B, or C. You will not be told the strength or element of the cards you chose. You may choose yourself.

There is one important deck restriction: Your deck may contain at most two Strong cards, and at most two Medium cards. If you do not satisfy either restriction, all cards you selected are changed to Weak cards. (You are not told this happened.)


Gameplay

In each round, one player plays a card, and the card's associated player will be revealed. Then, the other player responds with a card of their own. The winner of the round will be revealed, along with the element associated with the winning card. If the round is tied, then neither player's card is revealed. (The losing card is never revealed; the strength of a card is never revealed.)


Battling

The elemental hierarchy goes as follows: Earth beats Water, Water beats Fire, Fire beats Wind, Wind beats Earth.

If a Strong card and a Weak card fight, the strong card will always win.

Otherwise, if the cards are adjacent in the hierarchy, the winning card will win. (So for instance, Weak Fire beats Medium Wind.)

Finally, a stronger card beats a weaker card, if they are the same or opposite on the elemental wheel.

If none of these are true, the round ends in a tie.

The player that wins earns a point.


Abilities

There is an additional ability associated with each element:

Earth: Earth can surround and overwhelm you. If you win with Earth twice in a row, you earn an extra point.

Water: Water can flood if you have too much of it. If you assemble a deck consisting of 6 waters, you start the game off with a point. (This is not revealed; only your final score is.)

Fire: Fire spreads and grows. If you played a Fire last round, the Fire card you play this round has an extra level of strength (so for instance, a Weak Fire would turn into a Medium Fire. This does not affect the deck restriction.)

Wind: Wind can help you make an escape. If you lost the previous round, and this round you win with Wind, you earn two points instead of one.


Scoring + Endgame

At the end of six rounds, the number of points each player has is revealed. The player with more points wins the bout.

If both players have an equal number of points, the player that played Water more times wins. If this is a tie, the player that reached the number of points both players has first is the winner. (If this is a tie, then the player with the Advantage is the winner.)

There are three bouts in this game. You may not draft the same player's card in separate bouts. The player who wins two bouts wins.


Timing

Players have 30 seconds to make moves and 5 minutes of reserve time. (All submissions are private.)

If a player runs out of reserve time, they instantly lose the DM.


Advantage

The player with the Advantage decides who plays first in the first round of the first bout; afterwards, it alternate during a bout, and the players alternate going first in the future bouts. In addition, the player with the Advantage wins in the case of an unresolvable tie.


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i changed "You may not choose yourself" to "You may choose yourself"; i managed to forget that i wanted to make this change oops


Clarification: Strength is capped at Strong. (For the purpose of Fire.)


Clarification/Amendment: Just realized how badly the selection rules are terribly worded, sorry about that.

You may choose a single player's cards multiple times in a bout. (For instance, you can choose both Kitty's A and B cards, assuming you haven't chose them already.)


Clarification/Amendment: Deck assembly is timed for 2 minutes rather than 30 seconds like the other moves are. (Reserve time rules apply.)

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Death Match Gamma: Human Blotto_

In Human Blotto, players distribute soldiers to win various battles.


Decisions

Each player must choose a residue modulo 5. This is just a number between 0 and 4 (inclusive).


Gameplay

In Human Blotto, each player alive in the ORG represents one of eight battlefields. Each DM Participant has 100 troops to split among these eight battlefields. Allocate between 1 and 100 troops to each battlefield, such that the sum of all troops allocated does not exceed 100.


Scoring

For every battlefield, we compare the number of troops allocated. The player with more troops in that battlefield earns 2 points. (If there is a tie, no points are allocated.)

In addition, a player earns 1 point for every battlefield for which the amount of troops allocated to that battlefield follows the associated player's residue mod 5. (The residue of a number mod 5 is equal to the remainder when dividing by 5. For example, the residue of 88 is 3, because 88=17*5+3.)


Endgame

The player with more points wins the Death Match. If there is a tie, the player that won more battlefields wins. If this is still a tie, the player with the Advantage wins.


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