In this Death Match, deliver invites to all the houses by maneuvering your couriers.
Designer(s): ISamEI | Match Type: DM (for 2 players) |
Featured in: Genius Invitational |
In DM Invitational, the deathmatch participants will take on the role of delivering invite letters to Genius players and hosts.
Each deathmatch participant will control four couriers, numbered 1, 2, 3, and 4.
Each player and host will have a house. A death match participant's objective will be to deliver letters to the house of every player and host.
Players will be given a map that features the locations of each house, the roads between each house, and the number of letters players have delivered to every house.
Set Up
At the beginning of the game, players will one at a time simultaneously airdrop a courier to any house they choose.
This will count as a visit, and the house will receive as many letters as the courier's number.
The Game
On a given turn, both players will simultaneously give one of their courier instructions.
A courier obeys the following rules:
1) When a courier moves to a house, it will deliver as many letters as its number to that house on behalf of their team. 2) A courier will refuse to move from a house where the other team has delivered more letters than its own team. 3) A courier will refuse to move to a house it has already been to
If you cannot move, your turn will be skipped. You may resign at any time.
The Goal
The first player to deliver at least 1 letter to all 15 houses wins the deathmatch, earns one garnet, and advances to the finals.
If neither player can move, then the player who delivered the most letters wins the game.
The other player will have to head home.
Tiebreaking
If both players deliver to all 15 houses on the same turn, then the player who delivered more letters to the Dealer Houses (Pixie and Isa houses) wins the game.
Each player will also submit a secret ranking of all the other houses before the dm starts.
Then we will check and...
Whoever delivered the most letters to their 1st secret house wins, and if that is tied...
Whoever delivered the most letters to their second secret house wins, and if that is tied...
Whoever delivered the most letters to their third secret house wins, and if that is tied...
until the 13th secret house.
If there is still a tie, the player with more garnets will win the game.
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.)
Routing (The game involves planning the best way to visit different locations.)
Simultaneous (The game involves players taking their turns simultaneously.)
Strategy (The game tests the players' strategic & tactical abilities.)