Castle Game #4: Minesweeper
Feb 22, 2022 14:27:43 GMT -5
Post by Deleted on Feb 22, 2022 14:27:43 GMT -5
" attention players :
the forth game is about to begin ! "
Talk about a legal nightmare, who knew you needed a permit for running a death show in the Capitol? Holly figured it was free reign, but the entire production had to halt after the Council caught wind a Capitolite got murdered on television by a districter. At least she's a career, right?
Shit.
So after a two week brief, a meeting in front of the fine jury & a $10,000 fine, Holly's finally released back to set. Ridiculous, seriously, she had to blow half the budget on mini-games to keep the last 5 players mentally stimulated enough to refrain from beating their heads against the wall. As the schedule became more and more drawn out, the budget gets thinner and thinner.
But who's that stopping?! Not us! "Alright alright bitches, I think it's time we get this show on the ROAD!" Holly says, uncrossing her legs and standing from her podium stool. The VIP's got a little vacation from their castle vacation, ZeusTV got its first broadcast ban warning, it is what it is. She takes a shot of tequila in unison with her VIP's, wiping red face paint on the glass as she does.
"Friends and friends of friends, it is so exciting to welcome you back to my home: the Balthazar Castle." Speech speech, notes, "it's been a while, yeah? How's everybody been! You-?" Ugh gross, she didn't mean to point to the mourning 001 stan, poor guy lost a few millions off that one.
"Damn," would you look at that, "is it game-show time or what!"
It's quiet as the curtain draws - unlike the other three games, this valley of a room is a complete sleek black. The dollhouse aesthetic has left the building and 100 glass tiles have taken its place, Holly grins as the VIP's taken in the sight.
"Minimalism is so in right now.""ugh, I know that's right!"
She'd traded half of what she planned for the finale for these explosives. "I call this one..." click, BOOM!"MINESWEEPER!"
" attention players :
I will now read the rules of the fourth game "
Semi-finalists, welcome to your forth game: Minesweeper! This game will play out in three matches taking place in the far depths of the Castle Dungeon. For the first match, the players will start with a 100 tile field that emits a dim white light. When a tile is stepped on, it'll flash 3 options: a bright white light, a red number or a ticking bomb. White is safe, numbers are a warning and bombs, well.
Bombs go boom!
Minesweeper is a game based off war experiences from the Dark Days - emulating that of a scout squadrant entering a mine field to disarm its traps. In the game of Minesweeper, players will attempt to discover the numbered tiles and piece together where exactly the bomb is on the playing field. Players may work together or independently; however, even in a perfect game, the match will not end until all tiles (including the bomb) have been activated.
Each round, players will roll a 1d8 scout roll. This represents how many tiles your player must activate in the round before the next player can go. A real-time spreadsheet version of each field will be provided in the #Castle-Game-Players slack channel. Players may move in any direction including diagonal (which counts as 1 movement). Players cannot jump over tiles or walk between them; however, activated tiles may be stepped on to reach the next tile. When a player activates the bomb tile, a glass box will rise encasing them and the explosion safely from the other players.
The final 2 players will proceed to the 4.5th Castle Game.
Initiative for the first match is in order: Player 003 ( Python ), Player 004 ( ✨ zozo. ), Player 013 ( Tom ), Player 011 ( gamemaker kelsier ), Player 006 ( kap ) as rolled here.
** Crunch Time: the players have 12/6/3 minutes to find the bomb per round, when <50% of time remains, crunch time begins and turn order is disabled.
Play Dirty: time to get handsy - if a player ends a turn on a tile neighboring another player, they may make a 1d20 strength roll to attempt to push that player onto the tile directly behind them. The victim will roll a contesting 1d20 on the next turn. On a success, the victim will not move; regardless, the victim will have a +1 to their scout roll after being pushed.
Lastly, but most importantly: remember to have a blast!