Rules====
ObjectThe object of this game is to avoid being tagged, and if tagged, tag someone else as soon as possible to remain in the game. The game is designed to encourage alliances, long or short, between people.
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Round 0: SignupsPlayers sign up by posting in this topic below and saying which element they want to join, or play without an element as an underworld player. This game has no upper limit of players, and it must have at least 3 teams (elements/underworld players). At least 7 players are recommended.
The game starts in 14 days.
Late signups are handled as described later in these rules.
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Round 1: Who's it?Each element starts with 45 points, and individual underworld players with 25 points. These points serve as your life meter.
To decide who is it, each player submits a bid within 4 days. The person who submits the lowest bid is it; all other players have their bid deducted from the team's points.
If multiple people submit the same lowest bid, one person chosen by RNG becomes it, and the others have the average bid deducted.
Try to plan well, as hasty bids could knock your team (element or underworld player) right out of the game before it even begins!
This is also the time to start planning your alliances.
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Round 2: Let's place people. The map is a 5*5 grid, or larger if there are more than 12 people playing.
I will place people randomly in the grid and show it, along with the coordinates of every player.
If you don't like your place, you can submit a PM within 3 days asking for a new place. I will deduct 3 points for this act, so use it carefully.
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Round 3: Moving around and collisionsEach round lasts for 3 days. In each round, submit a PM to me saying which of 9 directions (north, south, east, west, northwest, northeast, southwest, southeast, or nothing) you want to move. At the end of each round, I will show which way you moved and the map and game state as a result. If you don't send a PM, I will assume you don't want to move. If you're too inactive, I may remove you from the game.
If you collide with another person, neither person moves. Collisions happen if:
- You try to trade places with another person
- You try to go to the same space as another person
- You try to go on a diagonal path crossing another person's
Collisions are resolved in this order:
- The first kind
- The second kind and all collision chains resulting from them
- The third kind and all collision chains resulting from them
If there are still unresolved collisions, the second two are looped until all collisions are resolved.
If a person is counted in a collision, that same person is considered still for later collision resolutions.
If three people run into the same space at the same time, all of them are counted as having collided into each other. This applies for more people at once.
Collisions of the same precedence are considered as happening simultaneously.
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Round 4: You're it, now what?When a person is it, their team's points are reduced by 2 each turn they are it. Tagging someone else is top priority when you are it!
While you are it, you also send a command telling which person you want to turn it if you collide into them. If this action is successful, the person becomes it, and you are freed of "it-ness". Now you've got to run from this newly it person! (The tag command is not shown in the game state, but who is it is shown.)
The tag command is ordered, so if you tag into 2 people at once, the person higher up on the list will become it. The tag command also cost 1 point to use per target per turn, so don't waste it.
You can't move faster than the person you're chasing, so convincing others to herd the person or betraying others will probably be needed to tag others.
Frieldly tags are allowed, and can help your team.
Also, to speed up games, being non-friendly-tagged it costs your team 4 points.
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Round 5: Recruitment and other team actionsChances are, someone's going to drop out during the game. Here are the rules that define how this happens:
If a new team or an underworld player wants to join a team, the team must vote him in with a majority. The team does not gain points from this.
If a team wants to eject a player, they must vote the player out. The player starts with 10 points, and the team loses 4 points. This also goes for a player that wants to leave the team, but then the team does not lose points. This is not available for 2-person teams.
If a 2-member team wants to disband, then they must both agree. The two split the team's points and go off their own ways as underworld players.
If two underworld players want to join a team, there must be an open element. They select an open element to be the element of the new team, pool their points together, and start playing as a team.
If a new player wants to play as underworld, they start with 10 points. This option is not available if there are fewer than 6 players left.
If two or more new players want to play as a team, they can join separately as underworld players and then band together.
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Round 6: Elimination and scoringWhen a team runs out of points, all their players are removed from the game.
To transfer it-ness after elimination, the most recent person still in the game to be it becomes it again. If there is no such person, a random person is selected to be it.
Scoring for master of games:
Players get 5 points if their team is the last remaining, 3 if their team is the last to be eliminated, 2 if their team is second or third to last to be eliminated, and 1 if their team is the 4th, 5th, or 6th to be eliminated.
You may also earn the same number of guild points if your tag element corresponds to your guild's element.