Post by dad90 on Apr 26, 2018 11:00:33 GMT -5
That's right, folks! jordan00 created this WAY back, and now, it's making a return to Net Game Central! Here's the lowdown.
RACE TO A BILLION
The game of logic, theory, suspense, timing, skill, and luck in a fresh new year and forum. Originally started by jordan00 and revived for two seasons by Clément, aka CCSCO, and by MarioGS, the Race is back for a 2018 run!
BASICS:
Six contestants compete in head to head battles for cash and prizes. Over time, money won will accumulate in player's banks, and the contestant that reaches one billion dollars in their bank first wins the race and then has the chance to win one TRILLION dollars in a brutally hard mini game.
THE SHOWDOWN:
This is where all of the action happens. Two players are given bombs to hide anywhere on a twenty-four square grid. The contestants then choose squares one by one, trying to find cash to add to their banks while avoiding their opponent's bomb. The player that chooses their opponent's bomb first loses the battle. Amongst the bombs, there are a variety of other spaces on the big board.
If I don't receive the bomb placement in 48 hours then I get to pick the square for their bomb without telling them. Each player takes it in turns to pick a square, getting cash, bonuses, prizes, minigames or bombs.
TIMEOUTS:
When it comes to your turn I will give you 72 hours (3 days) to pick your square which you will post here. If you time yourself out then you will automatically be exterminated from the round without warning. You will also lose the relevant cash amount as if being bombed.
If your AVx is less than 1, then it will get reset to 1 just as you time yourself out. This means that if you have one of those horrible negative multipliers you can't escape your inevitable fate by procrastination.
WINNING A ROUND:
You receive the bonus of 50k (or more if you picked a bonus square) and an extra $2,500 for every square remaining!
SQUARE TYPES:
CASH SQUARES:
These range from $2.5 MILLION down to the realms of -200K. They are quite straightforward. What you get is multiplied by your AVx and added to your score.
When a cash amount is selected, it is added to the contestant's bank. The cash is vulnerable, and every time a bomb is found, a significant percentage of it is taken away. When a match is won, the winning player collects all unclaimed cash amounts on the board. When there are three contestants remaining, all cash values are doubled.
PRIZES:
There is also 2 prizes on the grid. When found by a contestant, they are guaranteed that prize regardless of whether or not they lose the match or are eliminated. If the prize is unclaimed at the end of a match, a $50,000 bonus is rewarded to the winning player. That bonus is doubled once four contestants remain and doubled again when there are only two players left.
TURNING POINTS:
There is a unique square on the grid that can do a variety of things. These twists can completely change the game and how it's played. Each specific twist is revealed prior to the start of a match. Like prizes, if the twist goes undiscovered at the end of the battle, a $25,000 bonus is rewarded to the winning contestant. That bonus is doubled when there are four contestants left and doubled again when two players remain.
BONUS SQUARES:
All Values x2/x10 - All of the player's selections and bonuses are multiplied by either 2 or 10 (or 20, if both are selected) until the player selects a Bomb. This can pass between rounds, but the same All Values square cannot be selected twice.
End of Round Percentages - These go from -10% to 60%. These are added to your total score at the end of a round if you win.
MORE SQUARES:
- This is the square that you must try to avoid. At the start of each round, players PM me with the square they want to put a bomb in. If you hit a bomb, you are eliminated from the round and the showdown ends, forcing you to LOSE EVERYTHING and earn yourself a strike. When you get bombed I will reveal what was behind that square when I designed the board for that round. It won't, however, have any impact on the round, no matter what the square is. It is possible for multiple bombs to be placed in the same square. In the event that both players selected the same square for a bomb, an additional Turning Point square will be added. If after 23 picks nobody bombs, the game is considered a draw, they both retain their money, no strikes are added, and a random draw will select the two players for the next game.
When four players remain, BOMB only removes a 0 to a contestant's bank.
When two players remain, BOMB only removes half of a contestant's bank.
If you get three strikes, the game is over and you leave with nothing but the prizes accumulated.
If a contestant immediately bombs out on their first pick, the other player is rewarded a significant bonus. How much it is varies by how many contestants are left.
SIX PLAYERS OR LESS: $250,000
FOUR PLAYERS OR LESS: $350,000
TWO PLAYERS: $500,000
- The BLAMMO is placed by the person last bombed out of the previous round (timeouts don't count). Once hit, there are four buttons to choose from. These are:
1. Block the Blammo
2. Eliminate your opponent in the round
3. Eliminate yourself
4. Being put in a threshold situation (your time limit is reduced to 24 hours and you lose $75,000).
If a BLAMMO is in the same square as a bomb then the bomb takes over and the blammo has no effect, unless someone has immunity.
- This puts two extra bombs on the board anywhere I want. Anyone can suffer an untimely fate by finding these...
- This puts two extra bombs on the board anywhere I want. However, only you can hit them. If someone else hits them, then the square that is placed behind it will have effect.
- Every cash amount picked is multiplied by 2!
- Every cash amount picked is divided by 2!
- *Take a Wild Guess on what this does *
- This resets your AVx to 1.
- If you pick this square, then a person still active in the game (including yourself) will be picked, at random, to be immune to all bombs in the round. But not blammos.
- You miss your next go. If the other player is bombed out before your turn, then you still win the round.
- Self-explanatory.
- This could be an advantage, as the other player will have to keep picking squares until he bombs himself out. However, if you win, you won't be allowed to play any minigames. For obvious reasons there won't be two of these squares in the same round.
- If you win, your winnings for the current round are taxed by 15%. >:3
- This square adds $50,000 to your score immediately, and a further $50,000 to your score for every one of your goes until you get bombed.
- For every square that has been revealed, you are told how many of the eight surrounding squares have bombs in them, just like in the Windows game of *guess*.
- You get to keep this until you use it. If there is a square already revealed on the board that you really want, then you can use it on that square when it comes to your turn, and it will apply to you. If you get bombed then you will lose the Copy & Paste square.
- All the other players in the game donate 2% of their grand total to you, regardless of whether they have been bombed out or not.
- You keep this little beauty for as long as you want. For one time, you can shield yourself from a bomb blast.
MINIGAMES:
When a contestant finds this square and wins the match, they get to play a short extra game. There is no penalty for losing a mini game.
- 16 squares. You must find the penguin quickly. There is a $2,048,000 top prize, but it halves each time you find a bomb.
- 9 squares. Here, you must not hit nine until the last square. Numbers ONE to NINE will appear. You keep picking squares until you hit the square with NINE behind it. The longer you last, the more cash you get.
- A board of 24 squares appear. 2 C's, 2 A's, 2 S's, 2 H's and the rest BOMBs will appear on the board. The game is over when you pick one of a C, A, S and H. The fewer the turns, the more money you get.
- A board of 15 squares consist of 3 each of BOMBs, $500s, $5,000s, $50,000s and $500,000s. The first triple revealed is added to your score, but 3 BOMBS remove $50,000 off your score.
HIDDEN SQUARES:
You will be PM'd when you find one of em.
1. Defuse - You can defuse your bomb. It stays with you until you use it.
2. Deflect - It passes a bomb to your opponent. It stays with you until you use it.
3. Bomb Finder - You will be PM'd where one of the remaining bombs are (not the one you placed)
4. Nitrous - You are guaranteed in the next round and you can place 3 bombs!
5. Force Bomb - You can force bomb someone else in the round, just PM me.
6. Broken Fuse - You are guaranteed in the next round, but you cannot place a bomb!
BONUS ROUND:
When a player has won three games (not necessarily consecutive), they will play a Bonus Game. There will be two each of eleven cash values on the board ranging from $200,000 to $1,000,000. Once the player matches any two cash values, they will win that amount multiplied by their All Values multiplier. There is, however, one pair of Bombs. If the 2 Bombs are selected, the Bonus Round ends with the player winning nothing.
DECISION TIME:
Once a contestant is victorious in their battle, they are given a choice.
BATTLE - The player remains in the race and they get to choose the two contestants for the next battle.
BANK - The contestant leaves the race with a percentage of their bank and any prizes they've won. The percentage of the bank won depends on the number of total matches won.
ONE MATCH: 10%
TWO MATCHES: 25%
THREE MATCHES: 40%
FOUR MATCHES: 60%
FIVE MATCHES: 80%
SEVEN MATCHES OR MORE: 95%
WINNING THE RACE:
- Regular way
If you are the first to reach One Billion, and win the showdown, then you've won the race. You win your bank in full and you get to play the $1 Trillion-dollar final game. The other players lose their bank.
- By default
If you are the sole survivor, you win your bank in full, but you have to win the Billion-dollar final game before having a chance at $1 Trillion.
In both instances, the winner retains their strikes, because three strikes and the game is over.
- The Billion-dollar final game
For each of the first five columns, there are three possible values: PASS, X or DOUBLE. PASS and DOUBLE bring the contestant to the next column, DOUBLE doubles the bank. X gives a strike. For the sixth column, two WINs and one X are featured.
When a contestant reaches or exceeds the Billion during the game, the bank is amended to one Billion but they have to finish the game to actually win it. If you get the third strike, the game ends with what you won up to that point.
- The Trillion-dollar final game
This game is successive boards of different percentage values (two +5%, two +10%, two +25%, one +50%, two -10%, one -25%, one -50%), three strikes and one arrow. The contestant starts with their current bank, and tries to increase it all the way to One Trillion. The percentage amounts increase or decrease a contestant's bank, the arrow creates a bailout option and generates the next board. You can stop at anytime and take the last bailout option if you fear the third strike or a bank decrease. The game is over if you end the level with a lower bank than the last bailout option (you win that amount) or get your third strike (you win half of your current total, at least the starting amount). The game is won if you reach or exceed $1 Trillion.
THE DEADLY TOURNAMENT
If after three whole consecutive shows nobody quits the race (on their own or by striking out), and there are 5 players or more, a deadly tournament is played. If a showdown is running, the showdown continues and the tournament waits.
- First round: two players from the pool of no-strikers are randomly selected. The loser goes in the pool of round 2, the winner faces the decision without choosing the next players.
- Second round: same thing among the pool of one-strikers. The loser goes in the pool of round 3.
- Third round: same thing among the pool of two-strikers. The loser is eliminated.
- If tied, the round is replayed with a new random draw.
- For any round, if there's no more than one player in the pool, the round is skipped.
During a deadly tournament, no twists dealing with strikes may appear, and no mini-game is played.
LIST OF TURNING POINTS
01 - EQUALITY - When discovered, the contestant in first place must give 5% of their bank to the player in last place.
02 - INEQUALITY - When found, the contestant in last place must give 5% of their bank to the player in first place.
03 - ARITHMETIC - When used, the contestant can choose for either all prime or composite numbered squares to be revealed to them.
04 - INFORMANT - When used, the player will pay between $10,000 and $100,000 out of their bank for information regarding the location of their opponent's bomb. The more that is paid, the more accurate the information is.
05 - DOUBLE TROUBLE - If you so choose, you could DOUBLE the dollars in this game or any game you play for, but if you lose - you earn TWO strikes instead of ONE. The opponent plays the regular value of the board.
06 - ROW REMOVAL - When found, the row without a bomb is removed from play. If multiple rows don't have bombs, a row is removed at random.
07 - COUNTER-PRODUCTIVITY - When used, it puts previously revealed cash amounts back in play for the contestant that uses this Turning Point only.
08 - DROP THE BOMB - You get an additional bomb to put down on the board. Twice as many chances of ruining your opponent's game.
09 - UNCERTAINTY - When discovered, the game randomly relocates both players' bombs without either knowing where they've been moved to.
10 - DOMINATION - After winning a match, the contestant who has this Turning Point can either increase the capacity of their Strike counter to four strikes or decrease one of their opponent's Strike counter capacity to two strikes.
11 - BREAKOUT - When found, a bomb is placed on a random, unrevealed space every time both contestants choose a square.
12 - FAKEOUT - When discovered, three random squares are covered up with fake cash amounts. Anything can be covered, even bombs.
13 - FREAK-OUT - When found, half of all unrevealed cash amounts are replaced with bombs. Very dangerous Turning Point.
14 - PRIZE SWEEP - If you earn this, you may use it any time during your game or any other game. When selected, you will earn any prizes still available on the board. You win the prizes, but not the Turning Point, and none of them will be shown.
15 - OCTAGONAL - When used, the next cash amount picked by the contestant with this twist is multiplied by eight.
16 - TARGET - When used, the player has to choose a square and call a cash amount they believe is hidden there. If they are right, the cash value is multiplied by 25.
17 - MOMENTUM - When used, the contestant can either pick three squares in a row or make their opponent choose five squares in a row. All cash amounts are doubled during this Turning Point.
18 - RACECAR - When found, the player's score is flipped around. Can be very beneficial or very chaotic.
19 - QUICK GETAWAY - If you uncover this and win, you have an option after winning your game of taking their entire bank (so far) and leaving instead of a fraction. Use it or lose it.
20 - MARRIAGE - After winning the match, the contestant with this Turning Point wins 50% of their opponent's bank in addition to what they've won during the round. However, if the player with this Turning Point loses, they only get 50% of what their opponent won during that round, not including any prizes.
21 - SUDDEN DEATH - This is the biggest gimmick of the game, if you choose to activate this, the losing contestant of a showdown is ELIMINATED from the game. Plain and simple.
22 - PRE-EMPTION - When discovered, the opponent's bomb goes off prematurely, rendering it useless. If the contestant finds their opponent's bomb, the round would essentially end as a draw, with nothing being lost, but nothing being won.
23 - OFFLINE - When used, the contestant can opt out of their current match and have someone replace them. However, the player would have to surrender anything they have gotten during the match to the substitute.
24 - CHALLENGE - When used, the contestant can force their opponent to answer three difficult questions. If any of them are answered incorrectly, the opponent automatically loses the match.
25 - TROLL - When found, the contestant automatically loses the match. How original.
26 - FLAME - When discovered, the player's bomb is temporarily deactivated for three turns.
27 - RESET - Contestant picks a contestant to automatically reset their score to $0, but the strike count will also be reset to 0.
28 - SNEAK PEEK - Contestant who selects this, gets to pick two squares, the first one is revealed and must decide rather to accept the square, or switch it with the second square. If you find the bomb on the first square, you're safe unless you're forced (or willing...) to pick it.
29 - OUTSIDER - When used, all players not participating in the match place bombs on the board instead of the contestants competing in the match. Can only be used before a match begins.
30 - DIVORCE - After winning a match, the contestant with this Turning Point must pay 50% of their total winnings from the match to their opponent, not including any prizes. However, if the match is lost, the contestant with the Turning Point must pay 50% of their total bank to their opponent.
31 - SAFETY - Pick this up, and you will NOT lose your total score should you lose a showdown, but you will still earn the strike.
32 - STRIKE-OUT - Eliminates one of your strikes in the game to keep you still in the game.
33 - STRIKES-B-GONE - Eliminates all your strikes. If you lose the showdown, you lose that strike as well.
34 - NO STRIKES - If you lose the game, you'll lose the money but you don't get a strike. This is the opposite of the safety.
35 - HITMAN - The winner of this game, earns a "strike" to give to any of their opponents. This is crucial for taking down someone close to elimination, or to seek revenge.
36 - BOMBED & DANGEROUS - The game is automatically over, you MUST land on the bomb to win. If you land on your opponent's bomb, you win the rest of the money on the board AND steal all of your opponent's money. However, if you fail to land on the bomb, you lose everything and the opponent gets the remaining squares.
37 - HIGH 5 - Landing on this will increase whatever was landed on by FIVE TIMES. In the event it is a prize, a Turning Point or a bomb, it's wasted. If you land on this, you automatically pick again to see what happens.
38 - HANG 10 - The same as High Five, but the increase is TEN TIMES.
39 - REPLACEMENT - You're immediately replaced by another contestant. You lose your pending items to that player but you retain your cash.
40 - SUBSTITUTION - You have the possibility to be replaced by another contestant at anytime when you fear losing the showdown. You get to choose who will replace you.
DISCLAIMER
The money that you win in this thread will NOT be paid to you in real life. Don't get your hopes up.
SAMPLE GRID!
RACE TO A BILLION
The game of logic, theory, suspense, timing, skill, and luck in a fresh new year and forum. Originally started by jordan00 and revived for two seasons by Clément, aka CCSCO, and by MarioGS, the Race is back for a 2018 run!
BASICS:
Six contestants compete in head to head battles for cash and prizes. Over time, money won will accumulate in player's banks, and the contestant that reaches one billion dollars in their bank first wins the race and then has the chance to win one TRILLION dollars in a brutally hard mini game.
THE SHOWDOWN:
This is where all of the action happens. Two players are given bombs to hide anywhere on a twenty-four square grid. The contestants then choose squares one by one, trying to find cash to add to their banks while avoiding their opponent's bomb. The player that chooses their opponent's bomb first loses the battle. Amongst the bombs, there are a variety of other spaces on the big board.
If I don't receive the bomb placement in 48 hours then I get to pick the square for their bomb without telling them. Each player takes it in turns to pick a square, getting cash, bonuses, prizes, minigames or bombs.
TIMEOUTS:
When it comes to your turn I will give you 72 hours (3 days) to pick your square which you will post here. If you time yourself out then you will automatically be exterminated from the round without warning. You will also lose the relevant cash amount as if being bombed.
If your AVx is less than 1, then it will get reset to 1 just as you time yourself out. This means that if you have one of those horrible negative multipliers you can't escape your inevitable fate by procrastination.
WINNING A ROUND:
You receive the bonus of 50k (or more if you picked a bonus square) and an extra $2,500 for every square remaining!
SQUARE TYPES:
CASH SQUARES:
These range from $2.5 MILLION down to the realms of -200K. They are quite straightforward. What you get is multiplied by your AVx and added to your score.
When a cash amount is selected, it is added to the contestant's bank. The cash is vulnerable, and every time a bomb is found, a significant percentage of it is taken away. When a match is won, the winning player collects all unclaimed cash amounts on the board. When there are three contestants remaining, all cash values are doubled.
PRIZES:
There is also 2 prizes on the grid. When found by a contestant, they are guaranteed that prize regardless of whether or not they lose the match or are eliminated. If the prize is unclaimed at the end of a match, a $50,000 bonus is rewarded to the winning player. That bonus is doubled once four contestants remain and doubled again when there are only two players left.
TURNING POINTS:
There is a unique square on the grid that can do a variety of things. These twists can completely change the game and how it's played. Each specific twist is revealed prior to the start of a match. Like prizes, if the twist goes undiscovered at the end of the battle, a $25,000 bonus is rewarded to the winning contestant. That bonus is doubled when there are four contestants left and doubled again when two players remain.
BONUS SQUARES:
All Values x2/x10 - All of the player's selections and bonuses are multiplied by either 2 or 10 (or 20, if both are selected) until the player selects a Bomb. This can pass between rounds, but the same All Values square cannot be selected twice.
End of Round Percentages - These go from -10% to 60%. These are added to your total score at the end of a round if you win.
MORE SQUARES:
- This is the square that you must try to avoid. At the start of each round, players PM me with the square they want to put a bomb in. If you hit a bomb, you are eliminated from the round and the showdown ends, forcing you to LOSE EVERYTHING and earn yourself a strike. When you get bombed I will reveal what was behind that square when I designed the board for that round. It won't, however, have any impact on the round, no matter what the square is. It is possible for multiple bombs to be placed in the same square. In the event that both players selected the same square for a bomb, an additional Turning Point square will be added. If after 23 picks nobody bombs, the game is considered a draw, they both retain their money, no strikes are added, and a random draw will select the two players for the next game.
When four players remain, BOMB only removes a 0 to a contestant's bank.
When two players remain, BOMB only removes half of a contestant's bank.
If you get three strikes, the game is over and you leave with nothing but the prizes accumulated.
If a contestant immediately bombs out on their first pick, the other player is rewarded a significant bonus. How much it is varies by how many contestants are left.
SIX PLAYERS OR LESS: $250,000
FOUR PLAYERS OR LESS: $350,000
TWO PLAYERS: $500,000
- The BLAMMO is placed by the person last bombed out of the previous round (timeouts don't count). Once hit, there are four buttons to choose from. These are:
1. Block the Blammo
2. Eliminate your opponent in the round
3. Eliminate yourself
4. Being put in a threshold situation (your time limit is reduced to 24 hours and you lose $75,000).
If a BLAMMO is in the same square as a bomb then the bomb takes over and the blammo has no effect, unless someone has immunity.
- This puts two extra bombs on the board anywhere I want. Anyone can suffer an untimely fate by finding these...
- This puts two extra bombs on the board anywhere I want. However, only you can hit them. If someone else hits them, then the square that is placed behind it will have effect.
- Every cash amount picked is multiplied by 2!
- Every cash amount picked is divided by 2!
- *Take a Wild Guess on what this does *
- This resets your AVx to 1.
- If you pick this square, then a person still active in the game (including yourself) will be picked, at random, to be immune to all bombs in the round. But not blammos.
- You miss your next go. If the other player is bombed out before your turn, then you still win the round.
- Self-explanatory.
- This could be an advantage, as the other player will have to keep picking squares until he bombs himself out. However, if you win, you won't be allowed to play any minigames. For obvious reasons there won't be two of these squares in the same round.
- If you win, your winnings for the current round are taxed by 15%. >:3
- This square adds $50,000 to your score immediately, and a further $50,000 to your score for every one of your goes until you get bombed.
- For every square that has been revealed, you are told how many of the eight surrounding squares have bombs in them, just like in the Windows game of *guess*.
- You get to keep this until you use it. If there is a square already revealed on the board that you really want, then you can use it on that square when it comes to your turn, and it will apply to you. If you get bombed then you will lose the Copy & Paste square.
- All the other players in the game donate 2% of their grand total to you, regardless of whether they have been bombed out or not.
- You keep this little beauty for as long as you want. For one time, you can shield yourself from a bomb blast.
MINIGAMES:
When a contestant finds this square and wins the match, they get to play a short extra game. There is no penalty for losing a mini game.
- 16 squares. You must find the penguin quickly. There is a $2,048,000 top prize, but it halves each time you find a bomb.
- 9 squares. Here, you must not hit nine until the last square. Numbers ONE to NINE will appear. You keep picking squares until you hit the square with NINE behind it. The longer you last, the more cash you get.
- A board of 24 squares appear. 2 C's, 2 A's, 2 S's, 2 H's and the rest BOMBs will appear on the board. The game is over when you pick one of a C, A, S and H. The fewer the turns, the more money you get.
- A board of 15 squares consist of 3 each of BOMBs, $500s, $5,000s, $50,000s and $500,000s. The first triple revealed is added to your score, but 3 BOMBS remove $50,000 off your score.
HIDDEN SQUARES:
You will be PM'd when you find one of em.
1. Defuse - You can defuse your bomb. It stays with you until you use it.
2. Deflect - It passes a bomb to your opponent. It stays with you until you use it.
3. Bomb Finder - You will be PM'd where one of the remaining bombs are (not the one you placed)
4. Nitrous - You are guaranteed in the next round and you can place 3 bombs!
5. Force Bomb - You can force bomb someone else in the round, just PM me.
6. Broken Fuse - You are guaranteed in the next round, but you cannot place a bomb!
BONUS ROUND:
When a player has won three games (not necessarily consecutive), they will play a Bonus Game. There will be two each of eleven cash values on the board ranging from $200,000 to $1,000,000. Once the player matches any two cash values, they will win that amount multiplied by their All Values multiplier. There is, however, one pair of Bombs. If the 2 Bombs are selected, the Bonus Round ends with the player winning nothing.
DECISION TIME:
Once a contestant is victorious in their battle, they are given a choice.
BATTLE - The player remains in the race and they get to choose the two contestants for the next battle.
BANK - The contestant leaves the race with a percentage of their bank and any prizes they've won. The percentage of the bank won depends on the number of total matches won.
ONE MATCH: 10%
TWO MATCHES: 25%
THREE MATCHES: 40%
FOUR MATCHES: 60%
FIVE MATCHES: 80%
SEVEN MATCHES OR MORE: 95%
WINNING THE RACE:
- Regular way
If you are the first to reach One Billion, and win the showdown, then you've won the race. You win your bank in full and you get to play the $1 Trillion-dollar final game. The other players lose their bank.
- By default
If you are the sole survivor, you win your bank in full, but you have to win the Billion-dollar final game before having a chance at $1 Trillion.
In both instances, the winner retains their strikes, because three strikes and the game is over.
- The Billion-dollar final game
For each of the first five columns, there are three possible values: PASS, X or DOUBLE. PASS and DOUBLE bring the contestant to the next column, DOUBLE doubles the bank. X gives a strike. For the sixth column, two WINs and one X are featured.
When a contestant reaches or exceeds the Billion during the game, the bank is amended to one Billion but they have to finish the game to actually win it. If you get the third strike, the game ends with what you won up to that point.
- The Trillion-dollar final game
This game is successive boards of different percentage values (two +5%, two +10%, two +25%, one +50%, two -10%, one -25%, one -50%), three strikes and one arrow. The contestant starts with their current bank, and tries to increase it all the way to One Trillion. The percentage amounts increase or decrease a contestant's bank, the arrow creates a bailout option and generates the next board. You can stop at anytime and take the last bailout option if you fear the third strike or a bank decrease. The game is over if you end the level with a lower bank than the last bailout option (you win that amount) or get your third strike (you win half of your current total, at least the starting amount). The game is won if you reach or exceed $1 Trillion.
THE DEADLY TOURNAMENT
If after three whole consecutive shows nobody quits the race (on their own or by striking out), and there are 5 players or more, a deadly tournament is played. If a showdown is running, the showdown continues and the tournament waits.
- First round: two players from the pool of no-strikers are randomly selected. The loser goes in the pool of round 2, the winner faces the decision without choosing the next players.
- Second round: same thing among the pool of one-strikers. The loser goes in the pool of round 3.
- Third round: same thing among the pool of two-strikers. The loser is eliminated.
- If tied, the round is replayed with a new random draw.
- For any round, if there's no more than one player in the pool, the round is skipped.
During a deadly tournament, no twists dealing with strikes may appear, and no mini-game is played.
LIST OF TURNING POINTS
01 - EQUALITY - When discovered, the contestant in first place must give 5% of their bank to the player in last place.
02 - INEQUALITY - When found, the contestant in last place must give 5% of their bank to the player in first place.
03 - ARITHMETIC - When used, the contestant can choose for either all prime or composite numbered squares to be revealed to them.
04 - INFORMANT - When used, the player will pay between $10,000 and $100,000 out of their bank for information regarding the location of their opponent's bomb. The more that is paid, the more accurate the information is.
05 - DOUBLE TROUBLE - If you so choose, you could DOUBLE the dollars in this game or any game you play for, but if you lose - you earn TWO strikes instead of ONE. The opponent plays the regular value of the board.
06 - ROW REMOVAL - When found, the row without a bomb is removed from play. If multiple rows don't have bombs, a row is removed at random.
07 - COUNTER-PRODUCTIVITY - When used, it puts previously revealed cash amounts back in play for the contestant that uses this Turning Point only.
08 - DROP THE BOMB - You get an additional bomb to put down on the board. Twice as many chances of ruining your opponent's game.
09 - UNCERTAINTY - When discovered, the game randomly relocates both players' bombs without either knowing where they've been moved to.
10 - DOMINATION - After winning a match, the contestant who has this Turning Point can either increase the capacity of their Strike counter to four strikes or decrease one of their opponent's Strike counter capacity to two strikes.
11 - BREAKOUT - When found, a bomb is placed on a random, unrevealed space every time both contestants choose a square.
12 - FAKEOUT - When discovered, three random squares are covered up with fake cash amounts. Anything can be covered, even bombs.
13 - FREAK-OUT - When found, half of all unrevealed cash amounts are replaced with bombs. Very dangerous Turning Point.
14 - PRIZE SWEEP - If you earn this, you may use it any time during your game or any other game. When selected, you will earn any prizes still available on the board. You win the prizes, but not the Turning Point, and none of them will be shown.
15 - OCTAGONAL - When used, the next cash amount picked by the contestant with this twist is multiplied by eight.
16 - TARGET - When used, the player has to choose a square and call a cash amount they believe is hidden there. If they are right, the cash value is multiplied by 25.
17 - MOMENTUM - When used, the contestant can either pick three squares in a row or make their opponent choose five squares in a row. All cash amounts are doubled during this Turning Point.
18 - RACECAR - When found, the player's score is flipped around. Can be very beneficial or very chaotic.
19 - QUICK GETAWAY - If you uncover this and win, you have an option after winning your game of taking their entire bank (so far) and leaving instead of a fraction. Use it or lose it.
20 - MARRIAGE - After winning the match, the contestant with this Turning Point wins 50% of their opponent's bank in addition to what they've won during the round. However, if the player with this Turning Point loses, they only get 50% of what their opponent won during that round, not including any prizes.
21 - SUDDEN DEATH - This is the biggest gimmick of the game, if you choose to activate this, the losing contestant of a showdown is ELIMINATED from the game. Plain and simple.
22 - PRE-EMPTION - When discovered, the opponent's bomb goes off prematurely, rendering it useless. If the contestant finds their opponent's bomb, the round would essentially end as a draw, with nothing being lost, but nothing being won.
23 - OFFLINE - When used, the contestant can opt out of their current match and have someone replace them. However, the player would have to surrender anything they have gotten during the match to the substitute.
24 - CHALLENGE - When used, the contestant can force their opponent to answer three difficult questions. If any of them are answered incorrectly, the opponent automatically loses the match.
25 - TROLL - When found, the contestant automatically loses the match. How original.
26 - FLAME - When discovered, the player's bomb is temporarily deactivated for three turns.
27 - RESET - Contestant picks a contestant to automatically reset their score to $0, but the strike count will also be reset to 0.
28 - SNEAK PEEK - Contestant who selects this, gets to pick two squares, the first one is revealed and must decide rather to accept the square, or switch it with the second square. If you find the bomb on the first square, you're safe unless you're forced (or willing...) to pick it.
29 - OUTSIDER - When used, all players not participating in the match place bombs on the board instead of the contestants competing in the match. Can only be used before a match begins.
30 - DIVORCE - After winning a match, the contestant with this Turning Point must pay 50% of their total winnings from the match to their opponent, not including any prizes. However, if the match is lost, the contestant with the Turning Point must pay 50% of their total bank to their opponent.
31 - SAFETY - Pick this up, and you will NOT lose your total score should you lose a showdown, but you will still earn the strike.
32 - STRIKE-OUT - Eliminates one of your strikes in the game to keep you still in the game.
33 - STRIKES-B-GONE - Eliminates all your strikes. If you lose the showdown, you lose that strike as well.
34 - NO STRIKES - If you lose the game, you'll lose the money but you don't get a strike. This is the opposite of the safety.
35 - HITMAN - The winner of this game, earns a "strike" to give to any of their opponents. This is crucial for taking down someone close to elimination, or to seek revenge.
36 - BOMBED & DANGEROUS - The game is automatically over, you MUST land on the bomb to win. If you land on your opponent's bomb, you win the rest of the money on the board AND steal all of your opponent's money. However, if you fail to land on the bomb, you lose everything and the opponent gets the remaining squares.
37 - HIGH 5 - Landing on this will increase whatever was landed on by FIVE TIMES. In the event it is a prize, a Turning Point or a bomb, it's wasted. If you land on this, you automatically pick again to see what happens.
38 - HANG 10 - The same as High Five, but the increase is TEN TIMES.
39 - REPLACEMENT - You're immediately replaced by another contestant. You lose your pending items to that player but you retain your cash.
40 - SUBSTITUTION - You have the possibility to be replaced by another contestant at anytime when you fear losing the showdown. You get to choose who will replace you.
DISCLAIMER
The money that you win in this thread will NOT be paid to you in real life. Don't get your hopes up.
SAMPLE GRID!