In this Death Match, catch your opponent in the outer ring by optimizing your inner ring movement.
Designer(s): Zero | Match Type: DM (for 2 players) |
Featured in: Zero's Guardians |
DeathMatch 2: The Ringed City
In this game, players will move their pieces by allocating the results of dice thrown each round.
Each player shares a looped board with opponent for each of their 5 pieces with the aim to catch them to get an advantage or win the DeathMatch.
This game features 4 inner rings with different names and 1 outer ring:
• Boost Ring
• Forge Ring
• Tailor Ring
• Chase Ring
• Outer Ring
Each player will start with 5 pieces.
Each piece starts on its respective colour opposite each other for each Ring.
The Outer Ring has 48 Spaces, the other 4 Rings have 16 Spaces.
All pieces move clockwise around the Rings.
A piece is considered caught if the opponents piece lands on or overtakes it.
Different events will happen when Pieces catch each other on each ring.
Every piece is made up of a shape and a number.
The Shape determines the Roll Pattern, and the maximum number the shape can roll.
Each Shape can also contain a number from 0 to 5 which represents its tailored movement boost.
This gives 30 Possible Piece combinations:
Each player will start the game with five "Circle Zero" Pieces.
At the start of each turn, 5d6 dice will be rolled.
Each player must apply these rolls to your 5 pieces. You must identify your pieces by the ring they are on.
The above conversation table can reduce the roll applied to a dice.
For Example, if you applied a Roll of 3 to a "Circle Zero" Piece, it would move 1 space. If you applied it to a "Triangle Zero" Piece it would move 3 spaces.
We also apply the number as a flat movement bonus.
For Example, if you applied a Roll of 4 to a "Diamond Two" Piece, it would move 6 spaces. If you applied it to a "Circle Four" Piece it would move 6 spaces.
How you allocate your dice to your pieces is important as you can both optimize your movement and aim to land on specific spaces.
The Five Rings:
The Boost Ring
The Boost Ring has a number on every space.
When your piece lands on one of these numbers, you may increase the movement of another Piece by that amount for this round.
After a piece moves off a number via roll movement, the number will increase by 1.
If a piece is caught, both pieces will return to their starting positions.
The player who catches will get the opportunity to reduce the tailor number on an opponents piece by 1 (minimum zero).
The Forge Ring
The Forge Ring contains 6 Anvils spaces.
When a Piece lands on an Anvil space you may upgrade the shape for a friendly piece on the Board by 1 stage.
You cannot upgrade a piece unless there is another friendly piece that has the same or higher tier as the one being upgraded.
The player who catches the opponent will have their Forge Piece and any other Piece of their choosing (forge) upgraded immediately before the next round starts.
The player who was caught will be placed on starting location immediately behind the opponent.
The Tailor Ring
The Tailor Ring contains 4 Sewing spaces.
When a Piece lands on a Sewing space you may upgrade the tailor number for a friendly piece on the Board by +1.
You cannot upgrade a piece unless there are 2 other friendly pieces that has the same or higher tier as the one being upgraded.
The player who catches the opponent will have their Tailor Piece and any other Piece of their choosing (tailor) upgraded immediately before the next round starts.
The player who was caught will be placed on starting location immediately behind the opponent.
The Chase Ring
The Chase Ring feature 2 Sync Spaces.
When a Piece lands on a Sync Space, the next turn their Outer Ring Piece will move the same amount of spaces as their Chase Piece does on top of their own movement.
When an opponent is caught on this ring, their Chase Piece is temporarily removed from the board.
It cannot be upgraded while it is not on the board.
When the remaining Ring piece lands on any of the four corners of the Chase Ring, the removed piece is returned in the opposite corner.
Outer Ring
If you catch your opponents piece on this Ring, you win the DeathMatch.
Once either piece has landed or moved past the opponents starting space a game countdown starts.
From then on whenever a piece end their turn on a space, that space will then be coloured with their colour.
If both players have landed on the same space, it will be coloured orange and act as coloured for both players.
Players jump over spaces they have previously coloured automatically, making this ring shrink as the game goes on.
Submission Format
This is important, pay attention
Each round lasts just 120 seconds.
If you do not submit within these 120 seconds you will use one of your reserve time periods that last 1 minute.
If you are out of reserve time your pieces will not move for that round.
If your submission is not in the following format, it is considered invalid:
Round 1
Boost Ring: Use 1 Boost Forge
Forge Ring: Use 2 Upgrade (Ring)
Tailor Ring: Use 3 Upgrade (Ring)
Chase Ring: Use 4
Outer Ring: Use 5
You must header your submission with the Round number.
You must submit for all 5 Rings. If you do not it is not considered complete and a reserve time period will activate.
You must submit the rings in this order. It is recommended to copy paste this for each round and prep it during round processing.
You must list the Ring Piece you are moving, the number you use is the number rolled on the dice and not the converted movement.
If you do not list the Piece you wish to boost, your forbit this benefit.
If you land on a Forge or Tailor space, you must specify the piece you want to upgrade in the submission.
If you do not list a piece to upgrade, your forbit this benefit.
For example: Forge Ring: Use 2 Upgrade Chase
I will be strict on this, as processing time becomes exponential if I need to manage different formats.
Boost Layout
Dice (The game involves rolling dice.)
Line-based (The game takes place on a one-dimensional line.)
Luck (The game involves an element of luck.)
Optimization (The game tests the players' abilities to find optimal solutions.)
Piece movement (The game involves pieces moving on a board.)
Piece removal (The game involves pieces being removed from the board.)
Psych (The game tests the players' psychological & bluffing abilities.)
Race (The game involves players or objects in a race to the finish.)
Simultaneous (The game involves players taking their turns simultaneously.)
Strategy (The game tests the players' strategic & tactical abilities.)