Build your spells arsenal and battle your opponents in this all-out battle royal game.
"Dei Milites" is a competitive wizarding strategy game where players vie for ultimate power, utilizing magical elements and strategic spells to outwit and outlast their opponents. With only one victor at the end, players must either eliminate all other wizards or successfully cast a game-winning spell. Each phase lasts 24 hours, with all actions submitted simultaneously, ensuring an intense, fast-paced dynamic where every decision counts.
Game Mechanics
In "Dei Milites," each player takes on the role of a wizard, beginning the game with no elements, a set amount of health points (HP), and one unique spell or ability. Players must leverage their wits and magical prowess to gather elements, create powerful spells, and outlast their opponents.
Here’s a breakdown of the core gameplay elements:
Main and Sub-Actions:
Each player gets one main action per round, with the potential to perform additional sub-actions as the game progresses. Initially, players are limited to one sub-action.
Elemental Affinities:
Every wizard has a natural affinity for one of the basic elements: Fire, Water, Earth, or Air. However, players begin with zero elemental power and must acquire elements through gameplay.
Spellcasting and Creation:
Players can cast spells they know and have enough elements for. They can also create, learn, or combine spells, giving them creative freedom to develop new magical abilities. The cost and any side effects of these custom spells are determined by the host, adding a layer of mystery and risk to the process.
Main Actions
Each round, players can choose one of the following main actions:
Bidding for Elements:
Players bid for a basic element, and at the end of the round, they receive the element based on competition from other players. If fewer players bid for a specific element, they receive more of it, while higher demand means fewer elements are distributed.
Casting Spells:
Players can cast any spell they know, provided they have the necessary elements. Spells are resolved at the end of the round, and if a player lacks the required elements, they are forced to pass.
Creating, Learning, and Combining Spells:
This option allows players to invent or discover new spells. If a spell already exists, the player learns it; if not, they create it. The host assigns the cost and potential side effects, ensuring balance and unpredictability.
Passing:
If a player cannot or chooses not to take another action, they must pass. Certain effects may also force a player to pass, especially if they attempt an illegal action or suffer from unknown spell side effects.
Strategic Depth
"Dei Milites" offers endless opportunities for creative strategy, from bidding on crucial elements to experimenting with spells. Whether by brute force, cunning spell combinations, or well-timed bids, players must navigate the delicate balance between aggression and caution to become the last wizard standing.
In "Dei Milites," spells are a critical aspect of the game, allowing players to shape their strategies and gain the upper hand. However, the process of creating or learning spells comes with unique mechanics and rules to maintain balance and encourage creativity.
Spell Creation and Learning
Spell Submission: Players can propose new spells, but they won't receive confirmation from the host before the spell is finalized. Once submitted, the host determines the spell’s cost and any potential side effects.
Host's Role: The host remains completely neutral. They will not provide feedback, suggestions, or guidance during the spell creation process, ensuring that players' decisions and creativity drive the game.
Special Rules and Hints
Game Channel Participation: Posting in the game channel isn’t mandatory unless it’s required by a spell or a special event. This allows players to strategize quietly unless explicitly forced into the spotlight.
Public Element Information: Any elements players bid for, as well as the quantity they obtain, are publicly announced. This transparency can be used to gauge opponents' strategies or manipulate them through misinformation.
Spell Activity Announcements: While it will be revealed that a player has created, learned, or cast a spell, the specifics of the spell are kept secret. This adds a layer of suspense and uncertainty, forcing players to deduce their opponents' capabilities.
Elemental Affinity: Players can bid for any discovered element at any time. However, casting a spell using a particular element is only possible if they have the affinity for that element, adding an extra strategic consideration.
Unlockable Actions and Element Discovery
New Main Actions: As the game progresses, players may unlock additional main actions beyond the initial five. These new actions could provide more advanced strategies or powerful capabilities.
Spell Complexity and Requirements: Larger, more intricate spells will demand greater resources and have higher requirements. Balancing the desire for powerful spells with the available elements is a key challenge.
Element Discovery: When a new element is discovered, it will be announced to all players in the game thread. However, the identity of the player who discovered it remains secret. Once an element is revealed, other players can bid for it.
Element Restrictions: Some elements may come with limitations on how many players can possess them at a given time. This restriction is in place to prevent certain elements from unbalancing the game.
Spell Outcomes and Elemental Evolution
Unpredictable Spell Outcomes: When submitting a spell, players may not receive the exact effect they envisioned. The spell may change depending on undiscovered elements or classes, making the game dynamic and adding a layer of unpredictability.
In summary, "Dei Milites" is designed to challenge players’ strategic thinking, magical creativity, and ability to adapt to changing game conditions. Whether through cunning spell combinations or well-timed bids for elements, success depends on mastering the art of the unknown in this mystical, competitive landscape.
In "Dei Milites," while creativity and strategic freedom are key, there are firm boundaries in place to ensure fairness and adherence to the game's structure. These guarantees ensure that the game remains competitive, balanced, and aligned with the community’s values.
Prohibited Spells
While spell creation is an integral part of "Dei Milites," certain spells are strictly off-limits to prevent game-breaking scenarios or unfair advantages. Here are the spells that are not allowed:
No Game-Breaking Spells:
Spells that break the mechanics of the game, disrupt its balance, or give a player an unfair advantage over others are forbidden.
No Violations of the Code of Conduct (CoC):
Any spell that violates the community’s Code of Conduct is strictly prohibited. This ensures that the game remains respectful and enjoyable for all participants.
No Spells to Add Players Mid-Game:
Spells that attempt to bring new players into the game after it has started are not allowed. The competition remains among the original participants.
No Multiple-Winner Spells:
The game can only have one victor. Any spell that attempts to allow more than one player to win is banned.
No Host Participation:
Spells that attempt to turn the host into a player or creature within the game will not be allowed, as the host remains neutral and uninvolved in gameplay.
No Element Enhancement Spells:
Spells that directly enhance a player’s native elemental affinity are not permitted. Players must rely on the elements they gather through gameplay rather than artificially boosting their base abilities.
No Immortality:
Spells that grant immortality or prevent a player from being eliminated are strictly off-limits. No player can make themselves invincible.
Other Guarantees
To maintain a fair and balanced game, "Dei Milites" also comes with several important guarantees:
Fixing Loopholes:
The host will implement new rules as needed to address any unforeseen loopholes or exploits discovered during gameplay. These updates will be communicated to all players to ensure transparency.
Host Impartiality:
The host will remain completely neutral throughout the game, regardless of the effort, creativity, or strategic display of any player. No player will receive favoritism in any form.
Code of Conduct Enforcement:
All CoC rules will be enforced throughout the game. This ensures that all players adhere to the same standards of behavior and that the game remains a safe, enjoyable environment.
Hidden Mechanics:
There are hidden mechanics in place that will only be revealed post-game. These mechanics are essential for the game’s functionality and are kept secret to preserve the element of surprise and strategy.
These guarantees form the foundation of fairness and balance in "Dei Milites," allowing players to fully immerse themselves in the magical and strategic world while knowing that the integrity of the game is preserved.
A seasonal survivor game series for up to 17 players.
Players: 13 to 17
Goal: Be one of the last three players to make it to the Villa and win the final challenge.
Introduction
"Race to The Villa" is a strategic elimination game where players must navigate a treacherous environment called "Nothingness" in a quest to reach the Villa, a safe zone filled with privileges and immunity. Each cycle presents intense challenges as players fight to survive, use their unique special powers, and form alliances to avoid elimination. Only the final three will earn the chance to compete in the Villa for the ultimate victory.
Game Setup
The game begins with 13 or 17 players in "Nothingness," a dangerous zone where elimination is always a threat.
The Villa, initially empty, serves as the goal for players to secure safety and gain special privileges.
Each player is assigned a unique special power, which they can choose to reveal or keep secret for strategic purposes.
Players can initiate private chats with others, but only if both are in the same location.
The game progresses through 7 phases in a cycle, with a guaranteed elimination in every cycle until the final 3 are reached.
Players in Nothingness must be active and meet posting requirements, while those in the Villa enjoy protection from elimination and access to powerful perks.
Players either vote by consensus or compete to elect a Leader. The chosen Leader holds significant power for the rest of the cycle, making decisions that will shape the fate of the other players.
The Leader is given access to a private chatroom called "The Boxes," which contains a number of boxes corresponding to the remaining players. The boxes include:
Villa Keys: Grant access to the Villa, immunity from elimination, the ability to trade personal powers, create unlimited chatrooms for Villa residents, invite guests, and waive the minimum post requirement.
Death Sentence Keys: Lock players in Nothingness, where they cannot access the Villa unless they win a Death Challenge.
Nothingness Keys: The default state, keeping players in Nothingness.
The Leader must assign these keys to the boxes. During this phase, the Leader cannot communicate privately with anyone until Phase 3 ends.
Each player, except the Leader, is randomly assigned an order. The Leader selects a box for each player, revealing their fate. Players then face a crucial choice:
Keep or Swap: Each player can either accept the box chosen by the Leader or swap it with a yet-unselected box, gambling for a potentially better or worse outcome.
The Leader receives the last remaining box and must face the consequences, just like the other players.
Villa Residents: Vote in private to expel one player from the Villa and select someone from Nothingness to bring into the Villa.
Nothingness Players: Vote in private to send one player to the Villa.
This voting occurs without group discussion, ensuring secrecy.
Players must explain why they voted as they did, without naming the person they voted for. The host then reveals the votes and enacts the transfers, updating permissions and access to the Villa or Nothingness for the affected players.
A random player is selected to enter the Maze. This Maze visitor must choose a certain number of players (as determined by the host) to be nominated for potential elimination. In addition, the Villa residents vote to sentence one of the nominated players to face the Death Challenge.
The player sentenced by the Villa will face the player who was sentenced during Phase 3 in the Death Challenge. Both will compete to determine who survives, with the loser being eliminated from the game.
The two sentenced players compete in a Death Challenge. The loser is eliminated from the game, bringing the cycle to a dramatic conclusion.