Peg Domain

In this Death Match, place cutout plates from your pallet to control territory versus your opponent in the domain.

Designer(s): Zero Match Type: DM (for 2 players)
Featured in: Zero's Gauntlet, The Genius: Tempo Up
See Also: Domain

DeathMatch 9: Peg Domain

In this game, players must battle for control over a board by creating custom plates.

There are three boards involved in this game. Each player has their own 12x16 board which will be referred to as a Pallet.

This final board is a 9x9 scoring board known as the domain.

The left 4 columns and right 4 columns will start owned by each side, with the centre column unowned.




Each players’ pallet contains 36 squares with Pegs (marked as X), with the remaining being connecting squares.

On a players’ turn, they must cut part of their pallet out, and place it on the 9x9 board.

The cut out must contain exactly 2 pegs.

All squares and pegs must be connected together orthogonally.

The cut out is removed from the pallet and added to the 9x9 board.

You cannot place the cut out over another peg on the 9x9 board.

You may rotate the cut out, but you may not reflect/flip the cut out.


There are 2 further rules that dictates your submission format:

For making the cut out:

You may either name the coordinates of all squares used, or name a Peg’s coordinate and then the directions (UDLR) from that point to another peg.

For placing the cut out:

The coordinate of where you would like to place the peg where you started you cut out, and whether you would like it rotated 0, 90, 180 or 270 degrees.


Each player has 2 minutes to make their move, selecting an area and where to place it.

You will have 8 minutes reserve time, taken in intervals of 10 seconds.

If you run out of reserve time, you will automatically claim “Finished”.

Submissions may be taken as images.

Submissions will be taken privately, then posted publicly to preserve timings.

A player calling finish places no more cut outs on the board.

You may call this when you believe you have no more valid moves.

Players keep alternating taking turns until both players have claimed “Finished”.

Once both players have claimed finished, whoever controls and large area of the domain wins.

If this is a tie, whoever has used more of their pallet squares (with or without a peg) wins.

If this is also a tie, the DMO wins.


Start of Game

The Pallets used for the game will be revealed at the start of the game.

The DMO will decide whether they would like to either:

A: Choose whether to go first or second

B: Choose their colour

Afterwards the Pallets will be revealed.

After 3 minutes who goes first in then decided, and then who is which colour is then decided.


Example image of game board and Pallet layout:



Final Match 2: Peg Domain

In this game, players must battle for control over a board by creating custom plates.

There are three boards involved in this game. Each player has their own 12x16 board which will be referred to as a pallet. This final board is a 9x9 scoring board known as the domain.

The left 4 columns and right 4 columns will start owned by each side, with the centre column unowned.


Each players’ pallet contains 36 squares with Pegs (marked as X), with the remaining being connecting squares.

On a players’ turn, they must cut part of their pallet out, and place it on the 9x9 board.

The cut out must contain exactly 2 pegs.

All squares and pegs must be connected together orthogonally.

The cut out is removed from the pallet and added to the 9x9 board.

You cannot place the cut out over another peg on the 9x9 board.

You may rotate the cut out, but you may not reflect/flip the cut out.


There is one further rule for selecting your cut out, that dictates your submission format.

For making the cut out:

You must name a Peg’s coordinate and then the directions (UDLR) from that point to another peg.

For placing the cut out:

The coordinate of where you would like to place the peg where you started you cut out, and whether you would like it rotated 0, 90, 180 or 270 degrees.

Alternatively you may post an image.


Along with placing a pallet, there is 1 more submission to make during your opponent’s turn.

Choose a square on your opponent’s pallet, that square is removed at the end of their turn.

There are some additional limitations for your selection:

  1. The square you choose cannot be a square with a Peg.
  2. The square you choose cannot be next to a peg either orthogonally or diagonally.
  3. The square you choose cannot be next to a previously removed square either orthogonally or diagonally.

If you choose a peg square your opponent choose to place on the scoring board or fail to make a valid submission, the square removal is ignored and nothing happens.


Each player has 2 minutes to make their move, selecting an area and where to place it.

You will have 8 minutes reserve time, taken in intervals of 10 seconds.

If you run out of reserve time, you will automatically claim “Finished”.

A player calling finish places no more cut outs on the board.

You may call this when you believe you have no more valid moves.

Players keep alternating taking turns until both players have claimed “Finished”.

Once both players have claimed finished, whoever controls and large area of the domain wins.

If this is a tie, whoever has used more of their pallet squares (with or without a peg) wins.

If this is also a tie, whoever has more items for this game wins.


The Pallets used for the game will be revealed at the start of the game.

The player with more items will decide whether they would like to either:

A: Choose whether to go first or second

B: Choose their colour


Afterwards the Pallets will be revealed.

After 3 minutes who goes first in then decided, and then who is which colour is then decided.


Example image of game board and Pallet layout:




Final Game Items:


Additional Peg:

At the start of the game you may place an additional peg on your pallet.

The square you choose cannot be next to a peg either orthogonally or diagonally.

This is done in the 3mins after seeing the Pallets.


Rapid Removal:

You may use this during one of your removal turn to remove a 3x3 area instead of a single square. You may choose to place this anywhere on your opponent’s pallet.

Squares next to a peg either orthogonally or diagonally or contain a peg will not be removed.

You must use this item before the end of round 10. (First 5 turns)


Peg Subtraction:

You may use this to remove a Peg from the scoring board during a turn where you place a shape.

You must use this item before the end of round 10. (First 5 turns)


Item Results

Penzo Receives Additional Peg

Penzo Receives Peg Subtraction

Jkitty Receives Rapid Removal


DeathMatch 6: Peg Domain

This DM was originally featured in Zero's Gauntlet. The rules are the same as the first appearance.


In this game, players must battle for control over a board by creating custom plates.

There are three boards involved in this game. Each player has their own identical 12x16 board which will be referred to as a pallet. This final board is a 9x9 scoring board known as the domain.

The left 4 columns and right 4 columns will start owned by each side, with the centre column unowned.


Each players’ pallet contains 36 squares with Pegs (marked as X), with the remaining being connecting squares.

On a players’ turn, they must cut part of their pallet out, and place it on the 9x9 board.

The cut out must contain exactly 2 pegs.

All squares and pegs must be connected together orthogonally.

The cut out is removed from the pallet and added to the 9x9 board.

You cannot place the cut out over another peg on the 9x9 board.

You may rotate the cut out, but you may not reflect/flip the cut out.


There is one further rule for selecting your cut out, that dictates your submission format.

For making the cut out:

You must name a Peg’s coordinate and then the directions (UDLR) from that point to another peg.

For placing the cut out:

The coordinate of where you would like to place the peg where you started you cut out, and whether you would like it rotated 0, 90, 180 or 270 degrees.

Alternatively you may post an image.


Submissions will be done in private then img posted in gameroom channel


Example:




Each player has 2 minutes to make their move, selecting an area and where to place it.

You will have 8 minutes reserve time, taken in intervals of 10 seconds.

If you run out of reserve time, you will automatically claim “Finished”.

A player calling finish places no more cut outs on the board.

You may call this when you believe you have no more valid moves.

Players keep alternating taking turns until both players have claimed “Finished”.

Once both players have claimed finished, whoever controls the larger area of the domain wins.

If this is a tie, whoever has used more of their pallet squares (with or without a peg) wins.

If this is also a tie, the DMO wins.


Start of Game

The Pallets used for the game will be revealed at the start of the game.

The DMO will decide whether they would like to either:

A: Choose whether to go first or second

B: Choose their colour


Afterwards the Pallets will be revealed.

After 3 minutes who goes first in then decided, and then who is which colour is then decided.


Tags


Area control    (The game involves controlling more area on the board in order to win.)


Grid-based    (The game involves play on a grid.)


Strategy    (The game tests the players' strategic & tactical abilities.)


Turn-based    (The game involves players taking turns one after another.)