Uncharted Territory

In this Main Match, visit locations and manage resources in order to make the most progress.

Designer(s): Zero Match Type: MM (for 6 players)
Featured in: Zero's Guardians

MainMatch 8: Uncharted Territory

In this game, players must aim to travel across various biomes and locate Mount Solone.

Each round players will need to balance between making progress and managing their current status.


Each round players will visit 3 locations from a list of 49 for the MainMatch (arranged in a 7x7)

You will start with access to 25 locations (centre 5x5). At the start of the 3rd round you will gain access to the remaining 24 locations.

You will be able to see all locations and their effects from the start of the MainMatch.

Each location is assigned to up to 2 colours. Red, Blue, Green, Black, White.

Visiting locations and their effects are processed in reading order (of the 7x7 grid)

Once a player has visited a location they may not revisit it again in future rounds.

A location is exhausted once either [A total 3 or more players have visited it] or [It has been visited in 2 different rounds]

Once a location has been exhausted it cannot be visited by any player.

At the start of each round it is revealed which locations have been Exhausted.

The MainMatch ends the round after all but 7 locations have been Exhausted.

If a locations effect allows you to “name a player” to target an action, you may not name the same player more than once in the same round.

You also may also not name that player in the following round. You may name yourself unless otherwise stated.


The Measures of Survival:


This MainMatch uses 5 different meters that represent your current status. These each have their own secondary effect.

The 5 meters are: Hunger, Thirst, Stamina, Resources and Progress.

Each location can drain and/or replenish these meters, for yourself or others.

Every location has an assigned Energy cost to visit, and Progress earnt by visiting.

The amount spend and gained vary from location to location.

These are consumed before the locations effect resolves.


Hunger

Your Hunger Meter has an initial capacity of 10 and starts at 8 Rations. It can be increased to a maximum of 12 Rations.

Rations will decay over time. There are 4 ratings: Fresh > Palatable > Stale > Inedible

At the end of each round you will consume 2 Rations. You may choose to consume additional Rations if you wish.

Each round your Rations will decrease by 1 stage and once they become inedible they will be removed from your Meter.

By default you will consume food from oldest first, however you may choose to consume Food in another order.

Eating your Fresh Food will increase your Stamina by 2 for each consumed

Eating your Palatable food will increase your Stamina by 1 for each consumed.

If you run out of Rations your Maximum Stamina and Current Stamina will both decrease by 1.

This penalty increases by 1 for each round you fail to have the required 2 Rations to eat.

If you are at Capacity for Rations you cannot Gain Rations if they are better quality.

At the start your 8 Rations consist of 2 Stale, 2 Palatable and 4 Fresh Rations.


Thirst

Your Thirst Meter has an initial capacity of 6 and starts at 5 Water. It can be increased to a maximum of 8 Water.

At the end of each Round you will consume 1 Water for every 5 Stamina used in travelling, rounded up.

If you run out of water you will lose 3 progress for every Water you are unable to consume.


Stamina

Your Stamina has an initial capacity of 16 and starts at 14 Energy. It can be increased to a maximum of 24 Energy.

Every round you will expend Energy to visit the locations.

If all 3 locations you visit in a round contain the same colour, you regain 1 Stamina.

If all 3 locations you visit in a round have 4 different colours between them, you lose 1 Stamina.

Every time you meet exactly 1 of these conditions, the opposite condition increases its number by 1.

If your Energy is in the “Exhausted” state you may choose to not use 1 of your visits and Rest to instead gain 3 Energy.

If you are unable to visit 2 locations you must convert 1 Progress to 3 Energy.

If when processing you do not have the Energy to visit a specified location then you will Rest instead.


Resource

Your Resource Meter has an initial capacity of 6 and starts at 6 Reserves. Its maximum cannot be increased.

This Meter will not decrease over time, but is difficult to replenish.

You can spend a Reserve each round to gain either 3 Fresh Rations or 2 Water.


Progress

Your Progress Meter does not have a maximum capacity and starts at 0 Progress.

This Meter is used to determine the winners and losers of the MainMatch.


Each round everyone’s current status will be revealed in a fuzzy way publicly, and exactly privately.

Each Meter has levels that indicate how full they are.

At the end of each round it is revealed which level everyone lies at for all 5 of their meters.

If your Meter is empty, it will be displayed as the lowest marked level.

Everyone’s Progress Meter is shown rounded down to the nearest 6 progress.



Final Results:

At the end of the MainMatch you gain 1 additional Progress for each level above the lowest for all of your meters.

Everyone's Final progress score is revealed.

The top 3 Players with the most Progress at the end of the MainMatch are declared the winners and each earn a Token of Life.

The Player with the least Progress at the end of the MainMatch is declared the loser and becomes the Elimination Candidate.

Ties are broken by whoever had more Progress in the most recent Rounds.


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Artefact Power:

Power of Light: Gain 1 Reserve

Power of Dark: Visit 4 Locations in a Round, lose 1 Ration (of lowest Quality), 1 Water and 1 Energy.


Clarification:

These are consumed before the locations effect resolves.

should be read as

If you have enough Energy movement goes through and uses current levels, then energy is removed

If you don't have enough Energy you rest and it doesnt go through


Location Map




(C Stand for Colourless)



By Rows:









Available in Rounds 1 and 2:



Available in Round 3 and beyond:



Clarification: Faerie Concave overrides all water consumption (via standard rules) for the round.

Instead everyone consumes 0 or 2 Water regardless of stamina spent on movement. (or 1 if there is an even number there who tie the vote)


Tags


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


Optimization    (The game tests the players' abilities to find optimal solutions.)


Routing    (The game involves planning the best way to visit different locations.)


RPG    (The game takes elements from role-playing games, such as having stats and skills.)


Targeting    (The game involves players targeting other players as part of their submission to cause an effect, positive or negative.)