68th-Specific Mechanics
Oct 4, 2014 2:21:02 GMT -5
Post by aya on Oct 4, 2014 2:21:02 GMT -5
Are you afraid of the dark?
The 68th Hunger Games arena is unlike any that have been seen — or unseen — before. With the twisting tunnels and obvious lack of natural lighting, there are some distinct differences and special mechanics to differentiate between this Games and those that have preceded it.
Movement
It is impossible to navigate the labyrinth of tunnels with any sense of actual direction. Rather than picking which area they will head off to for the next day, tributes can only make one of two choices: stay where they are or move locations. Tributes who move will have their locations randomized. Alliances may still move as a group.
Fighting
Fighting will proceed as normal — provided that at least one tribute in the fight has a lit light source. If two (or more) parties come upon each other in the dark, all attacks will have a random target. Due to echoing, it is not possible to locate anything specific using sound.
Seeing
Like all gifts from the Gamemakers, expect your light source to fail you when you need it most. At the beginning of each day, a die will be rolled to determine whose flashlights have run out of batteries, whose lanterns have exhausted their oil supply, and whose candles have burned down to stumps.
Torches
There is one light source that, theoretically, could last through the end of the Games: Torches. A torch is a blunt weapon that comes pre-loaded with three 'uses' of tar. A tribute's torch can only be considered lit if they are using it as their weapon; that is to say, tributes cannot hold a lit torch and fight with something else. If the tribute's torch is extinguished during battle, they must wait until the conflict is resolved before they re-light the torch. When the torch is out of tar, it is no longer a viable light source.
One other thing -
Whips
Tributes fighting with a whip will now enjoy three potential instant kill attacks:
6003 - Garrote
6091 - Garrote
6192 - Garrote