All Hands On Deck

TBD

Designer(s): pseudonam Match Type: DM (for 2 players)
Featured in: The Genius: Variations on a Theme

FM2: All Hands On Deck


In this FM, players will compete in three different 1v1 tasks, five times each. Tasks will be played in the order 1-2-3-1-2-3... and so on.


Players will score points by winning tasks. The first time a task is played, it’s worth one point. The second time it’s played, it’s worth two, and so on. The first player to reach 23 points wins the FM.


Each task has five different potential Anomalies that may appear.


The first time a task is played, it is played exactly as written.


The second time a task is played, a single Anomaly is active. Players will alternately ban from the pool of five until one remains, with the winner of the previous Task going first.


The third and fourth times a task is played, two Anomalies are active. The third time, players will alternately ban from the pool of four unplayed Anomalies until one remains, with the previous winner going first as usual. The fourth time, the two unplayed Anomalies are automatically chosen.


The fifth time a task is played, three Anomalies are active. Players will alternately ban one each from the initial pool of five, with the previous winner going first as usual.


Task 1: Tile Decklaration


This is a memory task. Notes may not be taken for this game specifically.


The task is played on a randomized 7x7 grid where tiles can be one of three colors: red, blue, and green. There will be exactly 16 of each color, except for the center tile, which is black by default. Players will have 30 seconds to look at the grid.


The grid will be hidden, and it will be replaced by a colorless, empty grid.


Once the grid is hidden, the player who won the last task will name one of the valid colors for their opponent (this does not include black). From then on, players will alternate. Players have 30 seconds to declare a tile (via coordinates) of the provided color and also call a color for their opponent. If a player declares a space not of their opponent’s stated color, a space that has been named before, or calls a color that does not have any valid spaces left, that player immediately loses the Task. If a player runs out of time, that player immediately loses the Task.


Successfully declared tiles will be displayed on the current grid with their valid color.


The only deleted message will be the starting grid image -- player submissions or any other message will not be deleted.


Task 1 Anomalies:


Chain: You can only declare tiles orthogonally or diagonally adjacent to your opponent’s previously declared tile. The first player must declare a color matching one of the eight tiles bordering the black tile. If a color is called such that the opponent can’t say any valid tiles of that color, the caller automatically loses the DM.


Implode: After the board is hidden, 15 random tiles will be marked with an exclamation mark (this will be permanently displayed on the updated board). Those tiles will change color to the most frequent color among their 2-4 orthogonal neighbors before the switch -- if there is a tie, they retain their original color.


Landmine: Right after the board is hidden, players have 30 seconds to privately send five distinct tiles to place landmines on. If a player picks a space with a landmine, they must move again, this time declaring a tile with the color they just named.


Rainbow: There are six colors (red, orange, yellow, green, blue, purple) on this board, each appearing six times.


Rectangle-Adverse: If you declare a tile that forms a rectangle with edges parallel to the edges of the board with three other previously declared tiles, you automatically lose the Task. If you call a color that forces your opponent to create a rectangle, you automatically lose the Task.


Task 2: Dueling Decks


In each round, players start with 50 power. Before the task begins, players can assemble a deck of up to the deck size (2 cards). The cards may have any positive integer value, but this value is subtracted from a player's total power count. Players cannot go below 0 units. Card hands will always be public.


Seven prize cards (not the same as the player decks) with values ranging from 4 to 10 will be shuffled; their order is revealed at the beginning of the task. One prize card is used each round.


During each round, players simultaneously play a set of cards from their deck (they can also choose to play no card if they wish). Players have 30 seconds to make their card selections. The player with the higher sum of card power scores points equal to that of the round’s prize card, and all played cards are discarded. If there is a draw, players split points equally (allowing decimals if needed).


After each prize card, players can once again create cards for use in the next round(s). Decks must still have cards equal to at most the deck size. Players have 30 seconds for this phase. Cards cannot be discarded naturally and must be played to be removed from one's hand.


Players have 1 minute of reserve time throughout each bout. If a player runs out of both time and reserve time, they will automatically submit nothing.


The player to first reach 25 points wins the task. If both players reach 25 at the same time, the player that lost the most recent bout of Dueling Decks wins. For the first task, the player that won the most recent round wins.


Task 2 Anomalies:


Backup: Players can add up to 3 power directly to their end-of-round power sum without needing to create or play another card. Players can perform this action at most twice.


Darkness: Players only learn what cards are created in each phase and the winner of each round. Players don’t know what cards are played (or, if Pick Your Prize is active, the number of points a given prize card has).


Overshadow: If card x is played by either player, all instances of card x-1 do not contribute to the round-end card sum. Deck size is 3 instead of 2.


Pick Your Prize: Prize cards do not have set values. The value of a given prize card is equal to the average power of a card played in the round, rounded up to the nearest integer.


Revolution: The highest card(s) only add 0.1 when contributing to the round-end sum. Deck size is 3 instead of 2. (The power of the highest card still remains the same if Pick Your Prize is active.)


Task 3: Deck Swabbing


This task is played on a 7x7 grid which starts out entirely white. Players alternate coloring tiles on the board black, with the loser of the previous Task going first. Players will have 30 seconds to submit a pair of adjacent, white spaces -- if no such tiles exist, the game ends.


After a player's move, if there are contiguous regions consisting of 5 or fewer empty tiles, the spaces are automatically colored with the player's color. Players have 30 seconds to make each move. If a player runs out of time, they immediately lose the task.


The player with the most tiles of their color wins the task. If there is a tie, the player who lost the previous iteration of this task wins. The first time this is played, if there is a tie, the player that most recently scored wins.


Task 3 Anomalies:


Hook: After the first move, players must color at least one tile orthogonally adjacent to one of the most recently placed tiles. If this isn't possible, this restriction may be ignored for the round.


Linear: Instead of coloring just two adjacent spaces, players can color any number of tiles all on the same row or column.


Pyramid: The player with the most points wins the task instead. Each center tile of your color is worth 4 points, the 8 surrounding tiles are worth 3, the surrounding 16 are worth 2, and the remaining 24 tiles are worth 1.


Snipe: Players can color a single white tile black on their opponent's turn, which will be played simultaneously with their opponent's move. The moving player will score all regions, including regions created by this individual tile.


Unique: The grid has numbers from 1-7 on it, appearing exactly seven times. Regions are automatically colored with your color if they have at most one of each number in them, instead of the aforementioned five or less condition. The starting grid will not have any rows or columns with each number appearing exactly once.


Items:


All-In: After the Anomalies for a given task are chosen, you can use this item. Doing so adds 2 points to the winner of the round.

Clock: Gain three minutes of reserve time that will automatically be used whenever time is exceeded throughout the entire FM.

Override: In at most two tasks, you may override the selection system and hand-pick the Anomalies played. You must pick a number of Anomalies equal to the number of Anomalies chosen, you may not choose a combination of Anomalies played before, and you may not use this item during the first or fifth times a task is played.


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