In this Main Match, wound other players by claiming you're pointing a type of weapon at them and avoiding being wounded 3 times by the same weapon. (Original design by Jacques Zeimet)
Designer(s): Non-original Game | Match Type: MM (for 7 players) |
Featured in: The Genius: Code of Conduct |
The eighth Main Match is...
Arms Race.
This is an original Main Match not found in The Genius. In Arms Race, you will be attacking other players with weapons in a psychological warfare.
To start, we must address the cards and full deck of Arms Race. In Arms Race, there are eight suits of cards, each representing a weapon - Dagger, Bat, Whip, Katana, Crossbow, Taser, Pistol, and Flamethrower. There are eight of each of these in the deck, which will be shuffled, and NINE cards will be sent to each player. These will be their hands throughout the entirety of the game.
In addition, each card type has its own associated wound. The Bat gives a Bruise, the Dagger gives a Cut, the Crossbow gives an Arrow, the Pistol gives a Bullet, the Whip gives a Lash, the Katana gives a Slice, the Taser gives a Shock, and the Flamethrower gives a Burn.
Arms Race will take place over nine rounds, and in each round, each player will present one of their weapons in a randomized order that shifts every round.
When one player’s turn begins, they will aim their weapon towards another player and claim what card it is. They do not necessarily have to be telling the truth when they do this.
From that point, the targeted player can do one of two things. First, they can Challenge. After Challenging, the targeted player will claim if they believe the attacker to be telling the truth, or lying about the weapon pointed at them.
There are two results that can happen after this. If the challenger makes an incorrect claim, they will take a wound from the weapon. However, if the challenger is correct, the player who attacked will take the wound instead.
There is a second option, however. The aimed player can instead choose to Pass and Redirect the weapon. When this happens, they’ll learn what the weapon is - and then they will aim said weapon at another player. They will then claim what the weapon is - they do not necessarily have to claim the same thing the player before them claimed.
Players can pass a weapon until it has hit all players but one. As soon as there is only one person left on the field who has not yet seen the weapon, they cannot pass and must challenge.
In addition, between rounds we will offer a wild card for 3 garnets. Anybody who buys a wild card can use it as any weapon - however, all players will be aware that this player is playing a wild card.
The game will end immediately when one player gets four wounds of the same type, regardless of what round it is. When this happens, the two winners will be the player who initially played the killing weapon, and the player who pointed it towards the sole loser. In the events that this is the same person, they will receive two tokens of life and seven garnets. In the event that it is two different players, each will receive a token and three garnets. The player who takes four wounds of the same type first will be the sole loser of the game.
In the event that all nine rounds go by, and all weapons are used, then the sole loser will be determined by whoever has the most wounds in total. No player will be deemed the winner, and no Tokens nor garnets will be distributed.
Clarification: To be clear: when using a wild-card, you have to choose which weapon it is before playing it!
Amendment: Instead of being four wounds = out, it will be only three.
Battling (The game involves players attacking each other.)
Cards (The game involves cards of any kind.)
Live MM (The game is a Main Match that is specifically designed to be played in a live session.)
Psych (The game tests the players' psychological & bluffing abilities.)
Turn-based (The game involves players taking turns one after another.)