In this Death Match, slide around the Gyulbots to get one of them to the goal space. (Original design by Alex Randolph)
Designer(s): Non-original Game | Match Type: DM (for 2 players) |
Featured in: Genius Game - Grand Final, Genius Online: Business & Pleasure, The Genius Puzzler |
DM2: Gyulbot
In Gyulbot, players compete to find the quickest path from Point A to Point B. Players will be represented with a logic puzzle, in which the goal is to find the fewest number of moves in order to allow the titular Gyulbot to reach the Finish (represented as a starred square.) However, there are some rules for movement.
When the Gyulbot moves, it will move until it hits a wall. Each movement counts as one “move” for the purpose of this game, regardless of distance. The Gyulbot is only able to move vertically up and down, and horizontally left and right. There is no diagonal movement. The Gyulbot must land exactly on the Finish square. Simply passing through will not be good enough.
Occasionally, there may be multiple Gyulbots. In this case, a Gyulbot will stop its movement before running into another Gyulbot. You may choose to move any Gyulbot as part of the solution. Any Gyulbot may Finish, and you only need one Finished Gyulbot to win.
Now that you understand how the rules of movement, I will explain the rules of the competition.
In the first round, both players would be presented with the same logic puzzle which uses the rules outlined. The player (Player A) who first believes they have found the lowest possible number of turns will submit their answer. At this point, the opponent ( Player B) will have one minute to declare if there is a lower solution. If Player B decides to undercut player A within the timeframe, Player B will be asked to demonstrate. Player B will be given 2 minutes to demonstrate his answer. If Player B successfully demonstrates the answer within this time, Player B will gain the point. If Player B fails to demonstrate, Player A will gain a point, and Player B will additionally have their time to answer halved in the next round.
Additionally, after answering initially, Player A may also undercut themselves, although this will not reduce Player B’s time to answer. Player A may only undercut themselves in this fashion once.
If Player B decides not to undercut Player A, then Player A will have two minutes to demonstrate their solution. If they are unable to demonstrate their solution, Player B will gain a point.
Essentially, if you can demonstrate your solution is correct, you gain a point. If you can not, your opponent will gain a point. If you undercutted and can not demonstrate, your opponent will gain a point, and your time to answer will be halved in the following round.
This game will continue for 5 rounds. After 5 rounds, the person with the most points will be declared the winner.
In the event of a tie (through both players failing to find a solution in a reasonable time limit) The DMO will be considered the winner.
Amendment: The finish square will be colored in the same color as one of the Gyulbots shown. You may only use the corresponding Gyulbot to finish. For example, if the finish square is yellow, only a yellow Gyulbot can be used to finish. You may however always move Gyulbots of any color, you just may not finish with all of them at all times.
Finals Match 1:
GyulBot (from Genius Online: Business and Pleasure, Death Match 5)
In Gyulbot, players compete to find the quickest path from Point A to Point B. Players will be represented with a logic puzzle, in which the goal is to find the fewest number of moves in order to allow the titular Gyulbot to reach the Finish (represented as a starred square.) However, there are some rules for movement.
When the Gyulbot moves, it will move until it hits a wall. Each movement counts as one “move” for the purpose of this game, regardless of distance. The Gyulbot is only able to move vertically up and down, and horizontally left and right. There is no diagonal movement. The Gyulbot must land exactly on the Finish square. Simply passing through will not be good enough.
There will be multiple Gyulbots in each round, each Gyulbot having a different color. A Gyulbot will stop its movement before running into another Gyulbot, similar to when it hits a wall. You may choose to move any Gyulbot as part of the solution. Any Gyulbot may Finish, and you only need one Finished Gyulbot to win.
The Finish square will be colored in the same color as one of the Gyulbots shown. You may only use the color-corresponding Gyulbot to Finish. For example, if the Finish square is yellow, only a yellow Gyulbot can be used to Finish. You may however always move Gyulbots of any color, you just may not Finish with all of them at all times.
Now that you understand how the rules of movement, I will explain the rules of the competition.
In the first round, both players would be presented with the same logic puzzle which uses the rules outlined. The player (Player A) who first believes they have found the lowest possible number of turns will submit their answer. At this point, the opponent (Player B) will have one minute to declare if there is a lower solution. If Player B decides to undercut player A within the timeframe, Player B will be asked to demonstrate. Player B will be given 2 minutes to demonstrate his answer. If Player B successfully demonstrates the answer within this time, Player B will gain the point. If Player B fails to demonstrate, Player A will gain a point, and Player B will additionally have their time to answer halved in the next round.
Additionally, after answering initially, Player A may also undercut themselves, although this will not reduce Player B’s time to answer.
If Player B decides not to undercut Player A, then Player A will have two minutes to demonstrate their solution. If they are unable to demonstrate their solution, Player B will gain a point.
Essentially, if you can demonstrate your solution is correct, you gain a point. If you can not, your opponent will gain a point. If you undercutted and can not demonstrate, your opponent will gain a point, and your time to answer will be halved in the following round.
This game will continue for 9 rounds. After 9 rounds, the person with the most points will be declared the winner.
Death Match 7: Gyulbot
In Gyulbot, players compete to solve a logic puzzle of bringing a Gyulbot (a colored square) to reach the goal space (shown as a star) in the fewest number of moves, by moving Gyulbots that slide all across the board. This game appeared in Genius Online: Business and Pleasure, hosted by VicariousShaner and Jiffa, as Death Match 5; in turn, this game is based on the 1999 board game Ricochet Robot, by Alex Randolph.
RULES
This game takes place on a square board. Some borders between cells have walls. Some cells start with being occupied by Gyulbots, while some cells are marked as goal cells.
The following are the basic rules for movement:
A "move" consists of moving a Gyulbot in a cardinal direction: up, down, left, or right. Diagonal movement is not permitted. A Gyulbot will move to the fullest extent possible, stopping just short of hitting a wall or another Gyulbot. The goal is to have a Gyulbot to stop on the goal space, marked as a star; simply sliding over it is not enough.
Some puzzles involve Gyulbots of the same color. In this case, all these Gyulbots form a single rigid body: if any one Gyulbot is about to hit a wall or another Gyulbot, then all of these stop together.
Some puzzles involve Gyulbots of different colors. A move will only move Gyulbots of a single color of your choice; differently-colored Gyulbots never move together. Any Gyulbot may reach the goal space.
Some puzzles involve colored goal spaces. In this case, only Gyulbots of that color may reach the goal space.
The following are the rules for claiming, and the general flow of the Death Match:
In the first round, both players would be presented with the same logic puzzle which uses the rules outlined. The player (Player A) who first believes they have found the lowest possible number of turns will submit their answer.
At this point, the opponent (Player B) will have one minute to declare if there is a lower solution. If Player B decides to undercut player A within the timeframe, Player B will be asked to demonstrate. Player B will be given 2 minutes to demonstrate his answer.
If Player B successfully demonstrates the answer within this time, Player B will gain the point. If Player B fails to demonstrate, Player A will gain a point instead.
If Player B decides not to undercut Player A, then Player A will have two minutes to demonstrate their solution. If they are unable to demonstrate their solution, Player B will gain a point.
Essentially, if the player with the lower claim can demonstrate their solution is correct, they gain a point. If they cannot, their opponent will gain a point.
You can claim for up to ten minutes in a round. If ten minutes elapse and no claims have been made at all, the round is thrown out and no points are scored.
This game will continue for 10 rounds. After 10 rounds, the person with the most points will be declared the winner. If there is a tie, there will be a tiebreaker round. If the tiebreaker round ends in a tie (because neither player finds a solution), the Death Match Opponent will be declared the winner.
ADMINISTRATION
Make your claims in the game room. Submit your solutions there too.
Information revealed in public game room: current board, claims
Information revealed in private channel: nothing.
Time controls: 10 minute cap per round. 2 minutes for a solution. You may change your solution until the end of the round. If at the deadline you haven't submitted a solution or your solution is illegal, you lose the round.
EXAMPLE
In this grid, here is one possible solution:
Red URDLURDR
This solution takes 8 steps.
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Clarification: Regarding Player B's decision to undercut, the time rules will favor them. If Player B decides not to undercut, then Player A's timer will immediately begin. On the other hand, if Player B decides to undercut, then they will receive the remainder of the 1 minute time before their demonstration time begins.
Grid-based (The game involves play on a grid.)
Mental (The game tests mental agility.)
Observation (The game tests the players' observational skills.)
One-upping (The game involves players racing to claim the high score, and the other players being given a chance to "one-up" the first high score declared.)
Piece movement (The game involves pieces moving on a board.)
Points-based (The game involves players earning points.)