The winner of 703’s The Genius is….
JOHN!
What's on your mind?
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POLL
The winner of 703’s The Genius is….
JOHN!
John has won the first round of the finals, Black Hole.
We will now reveal the second game.
RICOCHET ROBOTS!
In Ricochet Robots, you must figure out paths to send robots to their destination tiles.
The game will take place on the 16x16 grid shown above. There are four types of symbols in this game – Gear, Star, Planet, and Moon, each in four colours (red, yellow, blue, and green) plus a 17th multicoloured Vortex Tile. Each round, one of the 17 pre-placed symbols will be selected as the destination tile for that round, and you must find a way to navigate the robot of the same colour to that destination tile. The vortex tile can be reached by any colour robot.
After a destination tile is declared, it will be up to you to attempt to figure out the route. Robots can only move vertically and horizontally, and when they move, must move in the same direction until it either hits a wall or another robot. If you believe you have figured out the solution, you must first declare that you have solved the round, then say the route that leads the robot to the solution. You may use any or all of the robots to lead to the solution, but the destination tile can only be reached by the same coloured robot. After each successful solution, the robots will remain at their new locations. Each time you successfully solve a round, you will receive 1 point. If your solution is incorrect, you will be deducted 1 point. There will be 10 rounds in total, and the player who has the most points will be declared the winner.
I will now reveal the items available during this game.
The first item is the Immunity Item. This item will negate the penalty of one incorrect answer. This item will be automatically used when it becomes applicable.
The second item is the Silver Robot Item. This item will make it so it will count for a point if the Silver Robot reaches the destination tile that turn. This item must be used before the round’s destination tile is revealed.
The third item is the Double Point Item. This item will make it so the Destination Tile will be worth 2 points that round instead of 1. This item must be used before the round’s destination tile is revealed.
The Immunity Item was picked by Aromal, who gave it to John.
The Silver Robot Item was picked by Thomas, who gave it to John.
The Double Point Item was picked by Will, who gave it to Gavin.
John, you also still have your Item Negator.
As this is a live match, it is up to the two of you to negotiate a time for this game to occur..
With that, begin Round 2!
We will now begin the first game of the Final Match.
The game that John has selected to play first is…
BLACK HOLE!
I will now review the rules of Black Hole.
Each player will take turns placing number counters on the 21-space triangular board shown above. Each player has 10 number counters, numbered from 1 to 10. During your turn, you will place your lowest numbered counter on any open space on the board. At the end of the game, there will be only one space left on the board; that space will be the Black Hole. Each player’s score will then be the total value of all their counters that share a border with the Black Hole. The player with the lower score will win the match.
I will now reveal the items available during this game.
The first item is the -1 Item. This item, when it is used, decreases the value of a token by 1. It must be used before a token is placed.
The second item is the Starting Player Item; this will allow the player who holds it to determine the starting player.
The final item is the Mulligan Item. This item must be used during your opponent’s turn, and will allow you to change the position of the last token you placed.
The -1 Item was picked by Loren, who gave it to John.
The Starting Player Item was picked by Zakriah, who gave it to John.
The Mulligan item was picked by Alex, who gave it to John.
As this is a live match, it is up to the two of you to negotiate a time for this game to occur.
With that, begin the match!
Welcome to the finals of 703’s The Genius Game.
Aromal was eliminated in the last round; John and Gavin have advanced to the finals.
We have prepared a total of 3 games for the finals. The first player to win 2 games will be the champion.
We will also provide all 11 of the eliminated players an opportunity to help the player they wish to support in the final match. There are 11 game items in front of you; these items will be used by the two finalists to gain an edge in the game. You will all pick out one item and give that item to either John or Gavin by responding to the thread commenting “<Your name> gives Item <desired number> to <desired finalist>.” If there are any unclaimed items after February 1, 6:30 PM EST, they will be destroyed and not given to either finalist.
The Death Match has ended, and the results are in.
The Winner of Red7 is….
Gavinl!
Congratulations, you have advanced to the The Genius Finals.
Aromal, this means that you have been eliminated in the Eleventh Round. Please return your name tag.
To the two players who are still in the game, congratulations on advancing to the final stage. This concludes Round 11.
Welcome to the final death match.
In the Death Match, elimination is on the line. The two players who lost the Main Match will compete in a one-on-one duel, where the winner will advance to the Finals against John, while the loser will be out of the game.
Aromal, Gavin, since the two of you both lost the Main Match, you will be competing against each other.
Without further ado, your death match is…
RED7!
Red7 is a number card game with continuously changing rules.
Cards are ordered by number value 1-7, and then by colour (highest is red, orange, yellow, green, blue, indigo, violet is lowest), for a total of 49 cards. Each player will start the game with 8 random cards; if you do not like your cards, you are allowed to mulligan. You may mulligan up to twice for free, however, after that you will draw 1 less card with each subsequent mulligan.
The starting win condition for the game is that the player with the higher-valued card wins (with ties broken by colour rank: Red 7 would be the strongest card under this win condition, while Violet 1 would be the weakest). When the game begins, both players will play one card from their hand to their field immediately, with the lower-valued card going first. During your turn, you may either play a card from your hand to the field, discard a card from your hand, or both. Cards that have been placed in your field remain there for the rest of the game, while cards that have been discarded are removed.
When a card is discarded, the game’s win condition depending on its colour. The list of how each colour changes the game is as follows:
Red: Highest value card on the field wins.
Orange: Most of one number on the field wins.
Yellow: Most of one colour on the field wins.
Green: Most even-numbered cards on the field wins.
Blue: Most different colours on the field wins.
Indigo: Longest consecutive streak of numbers on the field wins.
Violet: Most cards below 4 on the field wins.
At the end of your turn, you must be winning according to the game’s current win condition. If you are not winning at the end of your turn, the game is over, and the winning player will advance to the Finals.
As this is a Live Death Match, both participants must negotiate a time for this Death Match to occur.
With that, begin the match!
On the 14th murder attempt, the winner of Kill Doctor Lucky is….
John!
Congratulations, John, you have earned a Token of Life and will advance to the Finals.
This means that the two players who lost will be joint Elimination Candidates and attend the Death Match together.
Aromal and Gavin, your Death Match post will be up shortly.
Will was eliminated in the last round, and now there are 3 people remaining.
Your final main match is…
KILL DOCTOR LUCKY!
In Kill Doctor Lucky, the three of you will attempt to kill a virtual player; the titular Dr. Lucky.
The game will take place on the 16-room board shown above. Three of you will all start in the Drawing Room, while a fourth virtual player, the namesake Doctor Lucky, will start in the Armory. Doctor Lucky will move in a set path; each turn, he will move to the room with the next number in the sequence; if he reaches the twelfth and final room in the sequence, we will restart to Room 1.
Gameplay will progress in ordered turns, however, starting with the second round of gameplay, if a player is in the same room as Doctor Lucky at the end of a player’s turn, it will automatically become that player’s turn. During your turn, you may do one of several actions. First, you may move to any room that shares a doorway with your current room (this includes the unnamed rooms). In addition to moving, you are also allowed to play a card from your hand or attempt to kill Doctor Lucky. In order to attempt to Kill Doctor Lucky, you must be alone in a room with him that cannot be viewed by any other player. A player can view a room through any number of perpendicular doorways in the room (as an example, the Green House can be viewed by players in the Trophy Room, Piazza, and Carriage House.) Players can view through the Dining Hall/Gallery border, but it does not count as a doorway.
Each player will start the game with six random cards from a deck of 96. This deck contains 42 Failure cards, 34 Move cards, and 20 Weapon cards. The Failure cards will be used to attempt to stop other player’s attempts to kill Doctor Lucky. The Move cards will contain either a number or a room, you can choose to either move yourself or Doctor Lucky that number of spaces or to that room. Lastly, the Weapon cards will be used to increase your strength when attempting a murder. You will draw a card at the end of each turn where you end in a named room and did not either play a card or attempt to kill Doctor Lucky.
If you are alone in a room that cannot be seen by any other player, you may attempt to kill Doctor Lucky. When you attempt to kill Doctor Lucky, you may select one of your weapon cards to assist in your murder attempt. The point value of your murder attempt will be equal to the sum of the strength of your weapon plus your personal strength. If you do not use a weapon, your weapon’s value will be treated as 1. Your personal strength at the start of the game will be 0, and increase by 1 for every failed murder attempt. When you attempt to kill Dr. Lucky, the other players will be given a chance to foil your murder attempt. When someone attempts to kill Dr. Lucky, the other two players may attempt to use Failure cards. Each failure card has a point value, ranging from 1-3. After a murder plot is declared, the other two players may use as many failure cards as they like. Players can also discard move/weapon cards as 1 point failure cards. If the point value of the Failure cards exceeds that of the murder attempt, the attempt has failed, Doctor Lucky has survived, and your turn ends. If the point value of the Failure cards is less than the murder attempt, however, then Doctor Lucky has been killed, and the player who killed him will earn a Token of Life, while the other two players will attend the Death Match.
The turn order was randomly selected before the game begins and is as follows:
1. Aromal
2. John
3. Gavin
As this is a live Main Match, we will begin at the time of 6:00 PM EST, which all of you have said is a time you would be available during.
The Death Match has ended, and the results are in.
In a final score of 6-10, the winner of Black Hole is….
Gavin!
Congratulations, you have advanced to the Semifinal Round of The Genius.
Will, this means that you have been eliminated in the Tenth Round. Please return your name tag.
To the three players who are still in the game, congratulations on advancing to the next stage. This concludes Round 10.
Welcome to your tenth death match.
In the Death Match, elimination is on the line. The two players who lost the Main Match will compete in a one-on-one duel, where the winner will advance to the semifinal, while the loser will be out of the game.
Gavin, Will, since the two of you both lost the Main Match, the two of you will be competing against each other.
Without further ado, your death match is…
BLACK HOLE!
In Black Hole, you will both be placing number tokens on a triangular board to avoid a black hole.
Each player will take turns placing number counters on the 21-space triangular board shown above. Each player has 10 number counters, numbered from 1 to 10. During your turn, you will place your lowest numbered counter on any open space on the board. At the end of the game, there will be only one space left on the board; that space will be the Black Hole. Each player’s score will then be the total value of all their counters that share a border with the Black Hole. The player with the lower score will be the winner.
As this is a Live Death Match, both participants must negotiate a time for this Death Match to occur.
With that, begin the match!
The President was….
Will, who was in the West Room.
The Bomber was….
Priscilla, who was also in the West Room.
This means that the winning team is the Red Team!
Congratulations to Aromal and John for winning, you have both earned a Token of Life and will advance to the semifinal round.
This means that the Blue Team has lost this main match.
I’d like to thank all four of our guests for being a part of this Match; you will now be returning to the Viewer’s Lounge. Gavin and Will, your Death Match post will be up shortly.
Welcome, guests! We will now begin the Tenth Main Match.
Your main match is…
TWO ROOMS & A BOOM!
In Two Rooms and a Boom, the 8 of you will be separated into two ever-changing rooms, and one room will explode at the end of the game.
Each room will have 4 people, one of whom will be the room’s Leader. During each round, the leader must select one other person to send to the other room at the end of the round. Note that since we will be using the same chat groups from round to round, anything you say in your room will be visible to people who enter the room in subsequent rounds. The first round will last 36 hours, the second will last 24 hours, and the third round will last only 12 hours.
To determine the original leader of the room, all four members will vote for any player in the room. The first player to receive 2 votes will be the original leader. After this, the leadership role can be changed in two ways: abdication and usurping. Abdication happens when the leader of the room gives control to another player who willingly accepts. Usurping happens if all 3 other players in the Room announce in the room that they vote to Usurp. If the leader is successfully usurped, then the player who first voted to usurp will become the new leader. The leader can only change once per room per round; this does not include the original vote.
Before we begin, each of the four original contestants will select a card from the eight given cards (each card has an assigned partner card of the same team, which will automatically be given to the player’s teammate). One card is the Bomber, one card is the President, and the other 6 are members of either the Red or Blue teams. At the end of Round 3, the Bomber’s room will explode. If the President is in the room that exploded, then the Red Team and the Bomber will win. If the President survived the explosion, the Blue Team and the President will win. Both contestants on the winning team will earn a Token of Life, while both losing contestants will become joint Elimination Candidates and both go to the Death Match, where one of them will become the 10th player eliminated from the game.
To determine starting rooms, we put the eight of you into a Random Number Generator. The four odd numbers will start in the East Room, while the four even numbers will start in the West Room.
East Room: Gavin, John, Will, and Priscilla.
West Room: Danny, Nathaniel, Aromal, and Tom.
To determine roles, all four Genius competitors (Aromal, Gavin, John, and Will) will select one of the cards below. Each card also has an assigned partner card, which will be given to that player’s teammate (i.e. if a Genius competitor picked card 1A, his partner would automatically receive card 1B.) Once every player has been assigned a card, every player will be told his or her role, and the countdown timer will begin.)
With that, begin the match!
Welcome to your tenth main match.
Loren was eliminated in the last round, and now there are 4 people remaining.
We will now announce the next Main Match…
…will be played with special guests!
Each of you will be given the opportunity to select 1 person from the outside as your partner for the next Main Match.
The player you select will serve as your teammate for Main Match #10. Your teammate will play alongside you in the game and will have play an important role regarding who wins and loses this match, so do not take this decision lightly. You have 24 hours to find a player to join you as your partner. To confirm your partner, you must PM the hosts who you would like to choose as your partner in your Genius Thread. Once all four of you have selected a teammate, we will invite them all to this chat, and then begin the next Main Match.
With that, you may select your guest.
The Death Match has ended, and the results are in.
The winner of Twelve Chess is….
Will!
Congratulations, you have advanced to the Tenth Round of The Genius.
Loren, this means that you have been eliminated in the Nine Round. Please return your name tag.
To the four players who are still in the game, congratulations on advancing to the next stage. This concludes Round 10.
Welcome to your ninth death match.
In the Death Match, elimination is on the line. The two players selected for the Death Match will compete in a one-on-one duel, where the winner will advance to Round 10, while the loser will be out of the game.
Moments ago, the Elimination Candidate, Will, selected a player without a Token of Life to join him in the Death Match.
He has made his selection. The player joining him in the Death Match is…
Loren.
Without further ado, your death match is…
TWELVE CHESS!
Twelve Chess is a simple board game where the goal is to capture your opponent’s king.
Twelve Chess will be played on a grid of 4 columns and 3 rows. The column closest to you will be your territory. Both players will receive four pieces, which can only move in the labeled directions. The starting layout is shown in the example above. The four types of pieces are as follows:
The General – The General starts on the right row, and can move vertically or horizontally.
The Minister – The Minister starts on the left row, and can move diagonally.
The King – The King starts in the middle row and can move in any direction.
The Soldier – The Soldier starts in front of the king and can only move forwards. If the Soldier reaches your opponent’s territory, it will become a Feudal Lord and can move in any direction except backwards diagonal.
During your turn, you may move 1 piece by 1 square. If one of your pieces is moved onto the same space as one of your opponent’s pieces, that piece is captured. If a piece is captured, it will become a captive. During your turn, instead of moving, you may also place one of your captives on the board. A captive cannot be placed on an occupied square or in your opponent’s territory. A captured Feudal Lord must be used as a Soldier. The game will end when one player captures the opponent’s king. However, there is another way to win Twelve Chess: if your king enters the opponent’s territory and survives one turn, you will also win.
As this is a Live Death Match, both participants must negotiate a time for this Death Match to occur.
With that, begin the match!
The winner of Coup is….
Aromal!
Congratulations, Aromal, you have earned a Token of Life and will advance to Round 10.
Since you were the only winner, you will also receive the right to bestow a Token of Life to any player besides the elimination candidate.
The first player to be eliminated, the Elimination Candidate is….
Will.
Will, as you are the Elimination Candidate, you must now select a player without a Token of Life to join you in the 9th Death Match.
Welcome to your ninth main match.
CJ was eliminated in the last round, and now there are 5 people remaining.
Your next main match is…
COUP!
In Coup, each player must attempt to destroy the influence of his rivals while retaining his own influence.
In Coup, each player will have control over characters known as Influences, and the last player to still have influence will win. There are five different types of influences – Duke, Ambassador, Captain, Contessa, and Assassin – and three copies of each character, for 15 influences total. Each player will be randomly given 2 influences and 2 gold coins to begin the game, and the 5 influences not originally selected will form the deck.
During your turn, you will get to declare 1 action. Although each influence has its own abilities, there are three actions during your turn that can be performed with any character. The first is to Take Income, which gives the player 1 gold coin. The second is Foreign Aid, which gives the player 2 gold coins but can be blocked by the Duke. The third is Coup, which costs 7 coins but will force another player to lose an influence. If you start your turn with 10 or more coins, you must perform a Coup. When a player loses an influence, if the player had both influences remaining, he will select which influence he wants to lose; all lost influences will be public knowledge and removed from the game completely.
The influences for the game are as follows:
When performing a special action, you must declare your action as well as the influence that performs it (ex. “I block the steal with my Ambassador.”)
At any time where a player declares an influence he has and you do not believe that he actually has that influence, you may challenge that player (as an example, if Linus declared he will tax using his Duke, and I believed he did not actually have the Duke, I would challenge him). If a player is challenged, it will be revealed whether or not the player actually had that influence. If the challenged player does not have the declared influence, he will lose 1 influence and his action will be negated. However, if he does have the influence in question, the challenger will lose 1 influence, the action will be carried out, and the challenged player will receive a random new influence from the deck to replace the one that was revealed.
Once you have lost both of your influences, you are out of the Main Match. The last player to still have an influence will receive a Token of Life and the right to bestow a Token of Life to another player. The first player to lose both influences will be the Elimination Candidate, and must select one of the two players without a Token of Life to join him in the Ninth Death Match.
The turn order was randomly selected before the game begins and is as follows:
1. Loren
2. Gavin
3. Aromal
4. John
5. Will
As this is a live Main Match, we will begin at the time of 5PM EST, as all of you have jointly agreed.
We have an announcement.
Normally, this is where we would announce the Death Match game as well as its competitors, but as I am sure some of you are already aware, there is something important that must be announced.
CJ has decided to withdraw himself from the competition.
Due to his withdrawal, we will not be holding a Death Match this round. The hosts have decided that he will be allowed to give an item to a member of the Final Two alongside all other eliminated players.
To the five players who are still in the game, congratulations on advancing to the next stage. This concludes Round 8.
With 6 beans remaining, the winner of the Beans Dilemma is….
John!
Congratulations, John, you have earned a Token of Life and will advance to Round 9.
Since you were the only winner, you will also receive the right to bestow a Token of Life to any player besides the elimination candidate.
With 5 beans remaining, the Elimination Candidate is….
CJ.
....or Gavin.
Gavin and CJ, since you tied for last place, it will be up to the Main Match winner, John, to select which one of you will be the Elimination Candidate and go to the Death Match. The Elimination Candidate will then select a player without a Token of Life to join him in the next Death Match.
Welcome to your eighth main match.
Alex was eliminated in the last round, and now there are 6 people remaining.
Your next main match is…
THE BEANS DILEMMA!
In the Beans Dilemma, you must use more beans for a group victory, and less beans for an individual victory.
The six of you will first be randomly divided into two teams of three: The Red Team and the White Team. The game consists of 5 rounds lasting 24 hours each. All of you will be given 10 beans to start the game. During each round, you must select how many of your original beans you would like to use for that round. The number of beans you can use is limited only by the number of beans you have remaining. The team that used more beans in a round will win the round, and the first team to win 3 Rounds will win the game. At the end of each round, the number of beans used by the losing team will be revealed; the winning team’s bean count will remain a secret.
Round 1 of Beans Dilemma will end at 12AM midnight EST on January 16 (slightly more than 26 hours from when this post was made), while all subsequent rounds will last 24 hours.
At the end of the game, the player on the winning team with the most beans remaining will win the Beans Dilemma and receive a Token of Life. Inversely, the player on the losing team with the least beans remaining will be the Elimination Candidate, and must select a player without a Token of Life to join him in the next Death Match.
To determine teams, we put the six of you into a Random Number Generator. The three players on top will be the Red Team, and the three players on bottom will be the White Team.
Red Team: Loren, Gavin, & CJ
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White Team: Aromal, John, & Will
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With that, begin the match!