Victory in Choice

In this Death Match, win 3 out of 8 games with only 15 minutes of preparation time.

Designer(s): Zero Match Type: DM (for 2 players)
Featured in: Zero's Guardians

DeathMatch 10: Victory in Choice


In this DeathMatch players will complete to be the first to win 3 out of 8 different games.

At the start of the DeathMatch I will reveal the rules to 8 different games.

The rules to these are very short, often 1 paragraph.

Players will have 15 minutes to read through the rules and ask question privately.

After this the player who has the “Challenger” role will choose one of the remaining unplayed games.

The DMO starts as the Challenger for the first bout. Whoever loses a bout becomes the Challenger for the next bout.

Once a game has been selected players get another 5 minutes to plan for that game and ask any further questions.

Afterwards the Challenger will also get the option to choose 1 preference related to the game.


This preference is often who goes first

All games are asymmetrical in some way, and knowing whether its best to go first or second will be key to victory

The games can test various skills such as:

  • Nim Calculation
  • Abstract Strategy
  • Psych Predicting
  • Mental Maths
  • Observation
  • Visual Calculation
  • Pattern Recognition
  • Information Recall
  • Logic Calculation
  • Fast submissions

with all games testing your ability to understand rules and develop new strategies quickly.


You may not look things up on the internet, use excel or a calculator.

You may not do any note taking during the games.


When asking questions please include the games number or name.

Feel free to read through rules and prep questions during the games, however I will only answer game questions for the currently ongoing game.


In general games will have 12 turns for each player with 90 second turn timers.

After a game is played, the next Challenger will have 2 minutes to choose the next game and this process repeats with another 5 mins of prep.

The first player to win 3 bouts of games wins the DeathMatch. Good Luck.


Game 1: Square Up

This game is played on a 5x5 grid.

Players take turns placing a stone onto the grid, each player placing a different colour.

The aim is place stones such that 4 of your stones form a square.

During your turn after placing your stone, you can declare that you have made a square.

Afterwards you have 30 seconds to give the coordinates of your square.

If you are correct, you gain 1 point. If you are incorrect, you lose 1 point.

You may only claim 1 square per turn and you must include the stone you just placed.

The game ends after 24 stones have been placed and the turn would pass to the other player.

The winner is the player with the most points. In the event of a tie, Challenger loses this game.

The Challenger may choose who goes first and second.

Players have 90 seconds to make each submission.

Failure to submit results in the opponent gaining 1 point.



Game 2: Geonim

This game is played on a triangular grid with a “shape outline” given.

Players take turns placing a Mosaic Piece on the grid within the shape layout.

There are 4 types of Mosaic Piece:

• Hexagon – Made of 6 Tri’s

• Trapezium – Made of 3 Tri’s

• Diamond – Made of 2 Tri’s

• Triangle – Made of 1 Tri

The player who places the final Mosaic Piece on the grid wins.

Players are shown the shape outline 2 minutes before the game starts.

The Challenger may then choose who goes first and second.

Players have 90 seconds to make each submission.

The first time you fail to submit, your opponent will get to choose your move.

The second time you fail to submit you will forfeit this game.




Game 3: Tetranim

This game is played on a large grid.

At the start of the game the 7 Tetrominoes will be presented to the players.

They will alternate picking these until each player has 3 Tetrominoes.

Whichever Tetromino is unpicked will be scaled up by a factor of 5 and used as the board for this game.

Players will alternate taking turns placing their selected Tetrominoes.

Tetrominoes may be rotated but not flipped.

You must place each of the 3 once before they refresh and can be placed again.

Whichever player is first unable to place one of their Tetrominoes loses, with the other player winning this game.

The Challenger may choose who goes first for both together choosing and placing Tetrominoes.

The first time you fail to submit, your opponent will get to choose your move.

The second time you fail to submit you will forfeit this game.

Players have 90 seconds to make each submission.



Game 4: Line Control

This game is played on a 7x7 board which starts blank.

One player will start as the “Placer” the other will start as the “Blocker”.

Each turn players will alternate each of these roles.

The Challenger may choose who starts as each role.

The Placer will give 3 coordinates that have not yet been coloured.

The Blocker will choose a row and a column.

If the coordinate is within one of the blockers row or column they claim is as their colour.

Otherwise the placer will claim it as their colour.

This will repeat for 16 rounds until 48 squares have been coloured. The remaining square remains uncoloured.

Afterwards the board is scored according to the following rules:

• Players gain 1 point for every square they have claimed.

• Players gain points based on the squares they have claimed in a row (vertically or horizontally):

o A bonus 2 points for every 3 in a row

o A bonus 4 points for every 4 in a row

o A bonus 8 points for every 5 in a row

o A bonus 16 points for every 6 in a row

o A bonus 32 points for every 7 in a row.

This is calculated based on the longest in a row (XXXX is 4 in a row, but not also two 3 in a row)

The player who obtains the most points wins this game. In the event of a tie, the Challenger loses this Game.

Players have 90 seconds to make each submission.

Failure to submit as a blocker will result in no blocks occurring.

Failure to submit as a placer will result in the blocker claiming any 1 uncoloured space.



Game 5: Maths Matters

In this game players share a pool of numbers from 1 to 36. These will be arranged randomly in a 6x6 grid.

One player will start as the “Setter” the other will start as the “Solver”.

During each round the solver will select 3 of the remaining numbers.

Afterwards all remaining numbers are shuffled randomly within the grid.

Afterwards the “Setter” will see this new grid and must choose 1 remaining number as the target number.

Both players have 30 seconds to complete these actions.

The Setters choice is then revealed.

The Solver has 2 minutes to come up with an equation that:

• Gets as close as possible to the Target Number.

• This equation must alternate between Numbers and Symbols.

• There must be more Numbers in the equation than Symbols.

• The Symbols that can be used are Addition, Subtraction, Multiplication and Division.

• Immediately after a Division, the result is rounded to the nearest whole number.

• The equation does not need to use all 3 numbers the Solver choose. (But must use at least 1)

• The equation will follow the order of operations when calculated.

The Setter earns points equal to the difference between the Target Number, and the result from the equation.

Players then swap roles, and the game continues until all but 4 numbers have been used.

Whichever player has the most points wins. In the event of a tie, the Challenger loses this Game.

The Challenger may choose whether to start as the Setter or Solver.

If players do not submit within 30seconds, they will forfeit 1 point every 10 second bracket they are over.

If players make an invalid number selection from the pool they will forfeit 3 points and have 15 seconds to resubmit.

If the Solver does not make an equation with the 2 minutes, they will use the single number they have which is closest to the target number.

Calculators are not permitted in this game.



Game 6: Hierarchy Matters

This game is played on a notched square 7x7 grid.

In the grid squares alternate between being empty and having battles.

There are a total of 13 Battles and 24 empty spaces.

Players will alternate placing Combatants onto these empty spaces, claiming them.

You cannot place a Combatant such that a Battle square is orthogonal to more than 2 of your claimed spaces.

If you have no valid move, you automatically pass your turn.

There are 5 types of Combatants each with a different strength:

• Rat – 1 Strength

• Crow – 2 Strength

• Lizard – 3 Strength

• Guardian – 4 Strength

• Monster – 5 Strength

You must place each of the 5 Statues once each before they refresh and can be placed again.

However once during the game you can choose to place a free statue that you don’t currently have available.

The game ends once both players can no longer place statues.

Afterwards we resolve each battle by comparing the adjacent statues.

If a battle does not have 4 adjacent statues, then whoever has more adjacent statues wins the battle. If tied, both players win.

If there exists exactly 2 of the same Combatant between both players, the lowest combined strength wins the Battle.

Otherwise, the highest combined strength wins the Battle.

If there is a tie, both players are considered to have won the Battle.

The player who won the most Battles wins this game. In the event of a tie, the Challenger loses this Game.

The Challenger may choose who goes first and second.

Players have 90 seconds to make each submission.

The first time you fail to submit you will not place a statue.

Each subsequent time you fail to submit the opponent may replace 1 of your statues at the end of the game. They have 2 minutes to do this.



(sadly I will be using numbers here as the images dont work on my laptop)


Game 7: Squava

This game is played on a 6x6 grid with some squares removed.

Players take turns placing a stone onto the grid, each player placing a different colour.

The aim is to place stones to create a 4 in a row without creating a 3 in a row.

This can be done vertically, horizontally or diagonally.

If a player creates a 3 in a row of their stones they lose this game.

The first player to create a 4 in a row (without making 3 in a row) wins this game.

If neither player has met one of these conditions at the end of the game, the Challenger loses this Game.

Players are shown the grid 2 minutes before the game starts.

The Challenger may then choose who goes first and second.

Players have 90 seconds to make each submission.



Game 8: Hap in a Row

This game is played on a 5x5 grid.

Players take turn placing a symbol onto 1 of the squares.

The Symbol is made from 1 each of:

• Shape - Circle, Triangle, Square

• Shape Colour - Red, Blue, Green

• Background Colour - White, Grey, Black

The symbol placed must not be identical to an already placed symbol.

The aim is to place symbols that do not form a Hap for your opponent.

A Hap is when each of the 3 properties is the same or different between 3 Symbols.

The Symbols must lie in the same Row, Column or Diagonal. They do not have to be adjacent.

During your turn you will place a Symbol and may choose to Claim a Hap.

If you claim a Hap, you must include the coordinates of the 3 symbols.

One of the Symbols you list must be the Symbol your opponent just placed and you cannot include the symbol you just placed.

If you are correct, you gain a point. If you are incorrect, you lose a point.

You may only claim 1 Hap per turn.

This repeats until both players have placed 12 Symbols which causes the game to end.

After the 24th symbol, your opponent is given the chance to claim a Hap.

The player with the most points wins this game.

In the event of a tie, whichever player was the first to reach a total points score of 1, wins.

If neither player managed this, the Challenger loses this Game.

The Challenger may choose who goes first and second.

Players have 120 seconds to make each submission.



Tags


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


Connect in a row    (The game involves players connecting pieces in a row, like gomoku.)


Equation assembly    (The game involves assembling an equation using a set of numbers.)


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


Hap-like    (The game takes elements from the Gyul! Hap! game from The Genius TV show, also known as Set.)


Host Info    (The game involves additional information that only the hosts know and prepare in advance.)


Mathematics    (The game tests the players' mathematical abilities.)


Mental    (The game tests mental agility.)


Nim-like    (The game takes elements from the mathematical game of strategy Nim.)


Observation    (The game tests the players' observational skills.)


Patterns    (The game involves players finding and interacting with patterns.)


Piece movement    (The game involves pieces moving on a board.)


Points-based    (The game involves players earning points.)


Polyominoes    (The game involves polyominoes of size greater than 2 in its mechanics.)


Psych    (The game tests the players' psychological & bluffing abilities.)


Simultaneous    (The game involves players taking their turns simultaneously.)


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


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