TBD (Original design by David Parlett)
| Designer(s): Non-original Game | Match Type: DM (for 2 players) |
| Featured in: Genius Game 2, DM Colosseum | |
You will examine a row of 24 cards, and pick up some of these cards alternately. Your score is made up of combinations in cards you take, divided by the number of cards you take; thus, it's best to take just enough cards to score, without having baggage that brings your score down.
There are 24 cards used in this game: 1, 2, 3, 4, 5, 6, each coming in four colors red, yellow, green, blue.
The first phase of the game is laying down cards. apple.singer (as the non-Elimination Candidate) will decide the starting player. Alternately, you will lay down one, two, or three cards that haven't been used into the back of the row. This is continued until all 24 cards are laid down.
The second phase of the game is picking up cards. The person that didn't lay down the last card begins the second phase. Alternately, you will pick up one, two, or three cards from the front of the row. This is continued until all 24 cards are picked up.
At the end, your cards will be scored.
A set is three or more cards of the same number. A set is always maximal; a four-of-a-kind doesn't count as four three-of-a-kinds. A three-of-a-kind is worth 2 points; a four-of-a-kind is worth 8 points.
A run is three or more cards of the same color and of consecutive numbers. Again, a run is always maximal; a five-in-a-row doesn't count as two four-in-a-rows or three three-in-a-rows. A three-in-a-row is worth 3 points; a four-in-a-row is worth 4 points; a five-in-a-row is worth 6 points; a six-in-a-row is worth 12 points.
A card may belong to two combinations simultaneously (one set and one run). Both are counted.
After all combinations are scored, your combination total is then divided by the number of cards you take. This is your final score. The winner is the player with higher score; in case of a tie, the player with more cards taken; in case of a tie, apple.singer wins.
Example:
Player A puts 2G, 4B, 3R. The row is now "front 2G 4B 3R".
Player B puts 5G, 1G. The row is now "front 2G 4B 3R 5G 1G".
Player A puts 6Y, 6R. The row is now "front 2G 4B 3R 5G 1G 6Y 6R".
...
Player A puts the last card.
Player B takes two cards, 2G and 4B. The row is now "front 3R 5G 1G 6Y 6R ...".
Player A takes one card, 3R. The row is now "front 5G 1G 6Y 6R ...".
Player B takes three cards, 5G, 1G, and 6Y. The row is now "front 6R ...".
...
At the end, Player A gets the following cards: red 23456 yellow 1345 green 13 blue 123. Player A's score is:
Three-of-a-kind of 1: 2pt
Four-of-a-kind of 3: 8pt
Five-in-a-row of red: 6pt
Three-in-a-row of yellow: 3pt
Three-in-a-row of blue: 3pt
Final score: 22 points / 14 cards = 1.5714.
Like the previous Death Match, you have 24 hours per move, plus 48 hours of reserve time. Illegal moves are retracted when I notice them, but the player doesn't receive any time compensation.
apple.singer, decide the starting player. You may ask questions freely during the game for clarifications and what else.
⚔ Abstrac ⚔
This game appeared in Genius Game 2, hosted by me, as Death Match 12. This game was originally created by David Parlett.
The goal of the game is to collect cards that form scoring combinations, but without taking more cards than necessary.
RULESThe game uses a deck of 24 cards: numbers 1-6, each appearing in 4 suits A-D.

The game is played in deals. After each deal, players score points that are added to a cumulative total; when a player reaches 400 points or more, the game ends.
Decide the starting player for the first deal. Starting player for future deals alternates.
At the beginning of each deal, the deck is shuffled and dealt face up in a line.
Players alternate turns. On your turn, take the top 1, 2, or 3 cards of the line. You may not skip cards; for example, if you want to take the second card, you must also take the first card.
The deal ends after all 24 cards are taken. Your base score comes from combinations made with cards in your hand, as follows:
Only count maximal combinations; for example, a set of 4 cards only scores 8 points, and does not count as additional sets of 3 cards.
Afterwards, your score is the your base score, multiplied by the number of cards that your opponent took.
As a special case, if a player scores 0 points, the two players swap their scores: the player that didn't have any combination instead scores the points the opponent would have gotten, and the opponent scores nothing.
The game ends after a deal when a player reaches cumulative score of 400 or more. The player with higher score wins. In case of a tie, play additional deals until the tie is broken.
EXAMPLEYou take the following cards:
A1 A2 A3 A4 A6 B2 B3 B5 B6 C1 C2 C3 D2
Your base score is 17 points, made of:
Since you took 13 cards, your opponent took 11 cards. Thus your base score of 17 is multiplied by 11 to give your score of 187 points.
ADMINISTRATIONMake your moves in the public game room. State how many cards you take; alternatively, state the last card among the ones you're going to take, or state all the cards you're going to take.
Information revealed in public game room: cards left in line in order, score calculation, cumulative score. In particular, you have to keep track of each player's cards yourself.
Private channels are not used.
Time controls: 5 periods of 1 minute; add 1 period at the start of each deal after the first. I will take the first unambiguous legal move you make each turn.
Variant rule: If both players and host agree, the game may be played to another point target: 400 (default), 500, or 600.