Rituals Gone Bad

In this Main Match, have a king form groups, then predict the outcome of mixing each group's colors.

Designer(s): CaffeineBoost Match Type: MM (for 7 players)
Featured in: Age of Information, The Squeaky Genius: Legends Untold


As you make your way out of Egypt after yet another successful Legendary Artifact acquisition, nothing seems too far out of the ordinary when yet another sandstorm appears on the horizon, headed in your direction. However, as this particular storm comes over the party, you notice that it seems to be overstaying its welcome. More confusingly, the sand seems to be… turning grey? Is that something sand could do? After your momentary lapse in focus, you realize the thing obscuring your vision is no longer a sandstorm, but a dense cloud of smoke. Seconds later, the smoke vanishes, alongside any indication of the desert you had been trekking through. Surrounding you now, instead of scorching temperatures and vast expanses of sand, is a cool, damp, stone chamber, dimly lit by the occasional wall-mounted torch. Ahead of you is a wooden door, beneath which you see dancing shadows and hear unintelligible chanting. To your right, a stack of exactly seven disused robes. You take the hint, suit up, and move onwards, hoping to stay unnoticed until you figure out what you’re supposed to be doing, until you’re stopped and handed a change of clothes and a staff. For some reason, you can't stop yourself from accepting it. A wave of power washes over you. Uh oh.



The game will consist of seven rituals, each split into two 24-hour phases: preparation, and summoning. All players will make private submissions in every phase.



Each ritual will have a different Cult Leader. The order in which players will be Cult Leaders has been randomly predetermined, and is available in #mm6-announcements. All players who are not the Cult Leader in a round are cultists.




During the preparation phase of each ritual, players will submit the following:


  • Cultists will select one of three books, colored red, green, or blue, to read an incantation from in the summoning phase. These selections are not revealed.


  • The Cult Leader will not select a book. Instead, they will decide how the six cultists will be paired up in the summoning phase.


If a player fails to submit in the preparation phase, their submission will be randomized.



At the start of the summoning phase, the cultist pairings will be revealed, and the Cult Leader will be privately told the number of cultists that selected each book.



During the summoning phase of each ritual, players will submit the following:


  • Cultists will predict the type of monster, colored cyan, magenta, or yellow, that they will summon with their assigned partner. A correct prediction will score 1 point.
  • The Cult Leader will predict the type of monster summoned by each of the pairs, with each correct prediction scoring 1 point, for a maximum of 3 points.


The type of the monster summoned by each pair is determined by the colors of the books selected by the members of the pair using the chart below. If the books are different colors, they are combined normally. However, if the books are the same color, the monster will be of the opposite color.



If a player fails to submit in the summoning phase, it will be treated as no submission.



Players will NOT be told if their predictions were correct, nor will they be told what monsters were summoned. Instead, at the end of every ritual, players will be told the total number of points scored by all players from that ritual.




Starting from the second ritual, players may spend 1 garnet to learn whether the prediction they made in the previous ritual was correct or not.



The previous ritual’s Cult Leader can choose one of their predictions to learn the result of per garnet, and may spend up to 3 garnets.



You cannot purchase the results of predictions you did not make, nor can you purchase results that are two or more rituals old.



After the seventh and final ritual is complete, the player with the most points will win the match and receive two Tokens of Life. If there is a tie, all tied players will receive one Token of Life. The only exception is if four or more players are tied for first, in which case all Tokens of Life will be nullified.


The player with the least points will be the Elimination Candidate. If there is a tie, the player(s) with the most points will decide the Elimination Candidate between the tied players.


Players will receive 1 garnet for every 2 points they score.



Tags


Grouping    (The game involves players forming groups together.)


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


Revolving leadership    (The game involves players taking turns being a unique role with special abilities.)