Planar Control

TBD

Designer(s): chaotic_iak Match Type: MM (for 15 players)
Featured in: The Genius Puzzler

Main Match 2: Planar Control

In Planar Control, mages of three alignments attempt to wrestle control of the planes of the multiverse.


RULES

In this game, players are mages taking on one of three alignments. The alignments are Ember, Nature, and Torrent. Each alignment is strong against another and weak against the third, making a rock-paper-scissors cycle: Ember is strong against Nature, Nature is strong against Torrent, and Torrent is strong against Ember.

Before the game, the players are assigned their alignments randomly, so that each alignment has 5 players. You know your own alignment, but not the other players.

There are four planes in the multiverse: Earth, Limbo, Thera, and Mobil.

  • Earth and Thera are "large" planes. Earth has 8 players and Thera has 5 players.
  • Limbo and Mobil are "small" planes. Both have 1 player each.

Also before the game, the players are assigned to the planes at random, respecting the player counts. Which player is on which plane is known at all times. Although players are divided into planes, there is no limitation in communication; you may talk to each other freely.

The game consists of 6 rounds. Each round lasts for 24 hours, except for the first round that lasts for 48 hours.

What you do during a round depends on which plane you are on:

In Earth and Thera

Vote for one other player in the same plane as you to be banished. You cannot vote yourself, but you can abstain. (If you don't cast a vote, you automatically abstain.)

You may spend garnets to empower your vote. Each garnet you spend counts as two additional votes for the person you are voting for. (Hence, spending two garnets means you are voting five times for the person. You cannot split your vote.)

At the end of the round, the votes are counted. The player with the most votes is banished; in case of a tie, one random player among the tied ones is banished. However, the vote counts are not revealed; only who ends up banished is revealed. In Earth, the banished player goes to Limbo; in Thera, the banished player goes to Mobil.

In Limbo and Mobil

Divine the hearts of two players. Choose two different players other than yourself. You may opt not to do anything.

At the end of the round, as your divination, you are told the relation between the two players: which player has a stronger alignment than the other (or whether they have the same alignment). Only you know this information; other players don't even know which two players you chose.

In addition, as these small planes are unstable, you automatically move to the next plane: you go from Limbo to Thera, and from Mobil to Earth.

After each round, the current state of order of the planes is revealed.

In the large planes (Earth and Thera), mages contest to have a control over their plane. From the players on Earth, we look at their alignments. The alignment with the most players is the alignment that controls Earth. In case of a tie of two alignments, the stronger alignment wins. (It's impossible to have a tie of all three alignments.) The same applies to Thera. Which alignment is in control of each of Earth and Thera is revealed publicly.

For example, on Earth, there are 3 Ember players, 3 Nature players, and 2 Torrent players. The alignments with the most players are Ember and Nature. Since Ember is stronger than Nature, that means Ember is in control of Earth. It will be revealed that Ember is in control of Earth, but not how many players of each alignment are on Earth, or that there was a tie.

The small planes (Limbo and Mobil) cannot be controlled; they are too unstable for a mage to control.

After 6 rounds, the game ends. The players in Limbo and Mobil receive 1 garnet each. Then all players' alignments are revealed.

The alignments that control Earth and Thera are computed as above.

If the same alignment is in control of both Earth and Thera, that alignment wins. Otherwise, among the two alignments, the stronger alignment wins.

All five players in the winning alignment each receives one Token of Life and two garnets.

Then, they must vote to decide the Elimination Candidates. For each of the two other alignments, each winner votes for one of the players in that alignment. (Therefore, each winner casts two votes, one for each other alignment.) In each losing alignment, the player with the most votes becomes the Elimination Candidate; if there is a tie, one random player with the most votes is chosen. Like the voting in the game, only the Elimination Candidates are revealed; the number of votes received by each player is not revealed.

(Elimination Candidates are then free to pick their DM Opponents among all non-immune players, not necessarily from their own alignment. The player with alignment that is strong against the winning alignment will pick their DM Opponent first.)


ADMINISTRATION

Timing

The game lasts for 6 rounds. Each round lasts for 24 hours, except the first that lasts for 48 hours.


Submissions

In Earth and Thera, your submission is simply the player you wish to vote, optionally with how many garnets you are spending.


In Limbo and Mobil, your submission is two different players other than yourself which you wish to compare.


Information

This game has the following pieces of information, along with how and when they are revealed to the players, if at all. If a piece of information is not in this list, it is likely not known to anyone, but feel free to clarify.


Told to you, at the start of the game:

  • Your alignment.

Publicly announced, at the start of the game and at the end of every round:

  • Which player is on which plane. Also, which player moves where.
  • Which alignment is in control of Earth/Thera.

Told to you, at the end of every round:

  • If you were in Limbo/Mobil, the outcome of your divination.

Publicly announced, at the end of the game:

  • The alignments of all players.
  • Which alignment is in control of Earth/Thera, and hence which alignment wins.

Garnets

Garnets may be used in the following way:

  • While submitting a choice, you may spend 1 garnet to increase the power of your vote by 2.

Garnets may be earned in the following ways:

  • At the end of the game, you receive 1 garnet if you are in Limbo/Mobil.
  • At the end of the game, you receive 2 garnets if you are the winning alignment.

CLARIFICATIONS

There was an error in the information section; the information about which alignment is in control of Earth/Thera is not supposed to be revealed at the start of the game (it's not written in the rules). However, as it has been accidentally revealed, it is impossible to reverse, and thus we will play as is.


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