TBD
| Designer(s): RedsToad | Match Type: MM (for 9 players) |
| Featured in: Genius Online: Deadly Influx | |
Today's MM is called Confined ID Exchange.
In Confined ID Exchange, you will be earning points by exchanging ID cards, by also avoiding the card that will make you, and your team, lose.
The game will start by dividing you into teams of 3, named Keyve, Votte, Kotho (👍 if you know these names), and these will be your teams until the end of the game. You will know who is on your team of three (so your 2 teammates), but will not know the composition of the other 2 teams.
You and your teammates will be put into separate rooms. Meaning, each room will consist of one member from each team. Meaning, each room, labelled the ruby/sapphire/emerald rooms, will consist of a member of Keyve, a member of Votte, and a member of Kotho.
At all times, communication between rooms is forbidden. You can talk with everyone in your room, but you WON'T be able to talk to your team. You will know of your team WHEN THE MM BEGINS.
As you receive your teams, each person will also receive an ID card. In the game, there are 5 Commoner cards. 3 Noble cards, and 1 Convict card. You will only be notified you have received a card at the beginning of the game. You will not know the identity of your own card to begin with. You can check your own identity for 3 garnets.
The game will then last over 5 rounds. Each round will be split between 2 phases: a sending phase, and a trading phase. Each phase will last 16 hours.
In the sending phase, each room will discuss in their own rooms on 2 people to send to meet another person from a different room. You will state which person will go and meet which room and their representative (which you will not know you will meet until you actually meet them). During this time, you can conduct unofficial trades, or informal trades. You can swap cards with a players in your room as many times as you want in your rooms. Just notify a dealer when doing so. You will not score points from trading cards with an informal trade.
If there is a consensus on who to send, just ping a dealer in the room with the group's decision. In the case that a room can not agree of who goes where, we will ask players to submit a person private proposal of who would they want to go where (who goes to which team and who stays behind). We will take a look at the proposals and tell the room where each person is going accordingly:
---------- Each person can go where they want to go (For example, Jay wants to stay in his personal proposal, Red wants to go to one team, and Dairy the other. We will grant the wishes of everyone and they can go where they wish to).
---------- Each proposal has all three players wanting to do the same thing. Then we will follow the proposal of the garnet leader of the room.
The second phase to a round is the trading phase. The players sent to meet with another player from a room, and will meet with that person only. This means you are only allowed to talk only to that player. The two players will then be able to conduct an official, or formal trade if they wish to. The two will consent to a formal trade, and trade cards. Only in formal trades will players earn points for their team. Players during this 1 on 1 interaction can also abstain from trading with the other person. If players finish their interactions quickly, this phase will end faster.
NOTE, we will not state who goes where during the trading phase. Communicate with your teammates and other players well and find out information.
The only scoring for this game will be as follows:
If you formally trade away a noble card and receive a commoner card, you will receive 1 point.
If you formally trade away the convict card and receive a commoner card, you will receive 2 points.
For the player that is alone in their room, they can check their own cards during the trading phase for only 1 garnet. However, as they are stuck alone in their room, they can not talk to anyone for the 16 hours.
After five rounds, the team compositions and their respective scores will be revealed. First, the losers will be determined. The player holding the convict card at the end of the game will automatically be the loser, and the Elimination Candidate for this round. Also, that player’s team can not win (the other two players will not be able to win the Main Match). Between the two remaining teams, the team with a higher overall score will win the Main Match. They will receive a Token of Life each, and an extra/fourth Token of Life to be given to someone else. All players will receive garnets equal to the points they acquire. The EC will choose a DMO from all that are not immune as usual.