Settlers of Chaos

TBD

Designer(s): MarcerMercer Match Type: DM (for 2 players)
Featured in: Genius Online: All Stars

FM2: SETTLERS OF CHAOS

In Settlers of Chaos, the two finalists attempt to claim important hexes of a hexagonal grid to make the best math equations, in a bid to earn victory points.


PRE-GAME

Before the start of the game, players are presented with a hexagonal grid with 3 hexes a side. Each hex has a number and a color. Each number from 1-9 will be featured twice and the number 0 will be featured once. The possible colors are red, blue, yellow, green, purple, and white, with two colors appearing 3 times, three colors appearing 4 times, and white always appearing once in the center.


The players are also presented with the starting Advantages here.


Players build 1 settlement and 1 road at a time, building 2 of each total. The settlement must be placed at a vertex, and the road must be placed at the edge. Players must build such that their road is adjacent to their settlement. The player with the Starting Advantage item decides who goes first and from there, placements alternate. You start at 2 victory points. You have 2 minutes for each placement.


GAMEPLAY

Each turn is divided into 2 phases: the Color Phase and the Buying Phase.


First is the Color Phase. During the Color Phase, both players have 1 minute to privately submit 2 colors. If a player fails to submit in time, then they will be unable to earn resource cards this Color Phase.


Then, both players' submissions are revealed. An even number of a certain color means that color is not activated. An odd number of a certain color means that color is activated.


All settlements that border a hex with an activated color give a resource card of that color and number to the owner of that settlement.


After both players receive their numbers, the Buying Phase begins.


The Buying Phase is a 1-minute period where players aim to make target numbers using equations to buy a series of advantages.


An equation is formed by using at least two resource cards in your inventory and the numbers on them. For example, if you have a green 3 and a purple 4, you can make 3 * 4 = 12. If you have multiple numbers with different colors, you must specify which one you're using. If you don't, I'll take the resource card with that number that is the oldest.


There are 5 Advantages presented at a time, each with their own target number. The first player to make a valid equation for the target number of an Advantage wins that Advantage. The 5 Advantages are refreshed only once either one remains or all of them are bought. You may only submit once for each Advantage per 1-minute period.


I will not tell you whether an equation is valid or not until after the end of the minute, when I begin my processing properly.


Buys are processed in the order of valid submissions during the 1-minute period.


Any numbers in valid equations are consumed and removed from your inventory.


Target numbers can range from 10 to 150.


Valid equations must follow PEMDAS. You can use parentheses.


ADVANTAGES

These are the various Advantages that are in the game:

Road — Place another road on the board. You may only place roads adjacent to something you own such that it must always connect to one of your own settlements or cities. No intersection nonsense is allowed.

Settlement — Place another settlement on the board. Settlements are each worth 1 victory point. You may only place settlements adjacent to roads you own, and two settlements/cities may not be placed on adjacent vertices.

City — Upgrade a settlement you own to a city. Cities give twice the amount of the number cards (you get 3 twice; you don't get 6). Cities are each worth 2 victory points.

Color Change — Change the color of a tile.

Number Change — Add or subtract one from a tile's number.

Victory Point — Earn a victory point.

Discard — At the start of the next Color Phase, your opponent must first discard half the resource cards in their inventory, rounded up.

Robber — Move the robber to a certain tile. A tile with the robber on it is unable to be activated and produce resource cards. You must move the robber to a new tile.


You may also exchange four resource cards of the same color in your inventory for any white number between 0-9 during the Buying Phase.


If you successfully use only resource cards of a single color to purchase an advantage, you gain 0.5 victory points.


RESULTS

Whoever gets to 9 victory points first wins the Final Match.


If after 50 turns, neither player has reached 9 victory points, whoever has the most victory points wins the Final Match. If this is a tie, whoever placed second during the pre-game wins the Final Match.


TIMING

You have 2 minutes for each placement in the pre-game. You have 1 minute to submit privately during the Color Phase. The Buying Phase is 1 minute long.


For each bought advantage that has an action, you have 2 minutes to decide. If you fail to move within the 2 minutes, you fail to use the advantage.


ITEMS

Wild Card — Can be redeemed at any time to receive a white resource card with any number from 0-9. Can only be used once.

Starting Advantage — Decide which player gets to place their settlements first.

Head Start — Use this before entering the Buying Phase. You get a 30-second head start where only you can make equations.

Refresh — Refresh the current Advantages. Can only be used once.


Clarification: The only operations that are allowed are addition, multiplication, subtraction, division. No exponents allowed.

Clarification: Your starting road and settlement placements must also follow the general placement rules for them found in the Advantages section.

Clarification: No external tools, formulas, programs... you know the drill. Use your brain not the calculator.

Clarification: You're not allowed to bring in a billion notes into the game. Save the trees.

Clarification: Your starting inventories are empty.

Clarification: Please submit using text, not images.



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