God's Imitator-Chapter 437: Exit and Reward-Punishment Rules

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[After the 'Sage' completes the arrangement according to the rules, the 'Thief (Attacker)' will come to steal.]

[The 'Sage' and 'Thief' can communicate freely within the game room.]

[When stealing, the 'Thief' can take a total of 10 actions, and in each action can execute two different strategies.]

[Strategy One]

[After selecting a wooden box, confirm stealing the Wealth Vouchers inside without opening it to check.]

[Strategy Two]

[After selecting a wooden box, open it to check the specific amount of Wealth Vouchers inside while confirming not to steal them.]

[Then select another wooden box and guess 'whether the amount of Wealth Vouchers in the box is more or less than the previous box' without opening it to check.]

[If the guess is correct, the Wealth Vouchers from both boxes can be taken away together; if the guess is wrong, none can be taken; if both boxes have the same amount, it is directly considered a correct guess.]

[Each wooden box can only be affected by one strategy, meaning when the Thief uses 'Strategy Two' to select a box and check the amount of Wealth Vouchers inside, it cannot be stolen again using 'Strategy One.']

[Sage's Special Rules]

[The 'Sage' can freely set rules allowing the 'Thief' to steal Wealth Vouchers in other ways. This rule will replace Strategy Two.]

[If the 'Thief' does not agree with this rule, they can still use Strategy One to steal.]

[When the 'Thief' completes 10 actions or completes the game according to the 'Sage's' special rules, the game is considered ended.]

[If unable to complete within the time limit, the ownership of Wealth Vouchers will be determined according to the situation when the game ends.]

[The Wealth Vouchers stolen by the 'Thief' and those retained by the 'Sage' will be counted toward the individual's, community's, and camp's (Upright or Reversed) wealth values respectively.]

[The side that obtains more Wealth Vouchers will be judged as 'Victory' and counted toward the camp's wins.]

[...Spectator Rules...]

[After players enter the spectator room, they can view all matches between 'Sages' and 'Thieves' happening at the same time.]

[Spectators can only encounter players from the 'same camp' in the room.]

[Spectators must remain quiet in the room, speaking is prohibited, and they can only communicate simply through special 'Expression Cards.']

[After more than half the spectators vote, they can decide to hear the sound from a certain game room, and only one room can be listened to at a time.]

[However, if both players in that game room agree unanimously, they can also refuse to let spectators hear the sounds in the room.]

[...Game Flow...]

[This game will last a cumulative total of 6 hours, with each round lasting 20 minutes.]

[In the first 3 hours of the game, opposing sides will be forcibly matched randomly. Players can cumulatively serve as 'Sage' 3 times, 'Thief' 3 times, and 'Spectator' 3 times, but the order is random.]

[In the latter 3 hours of the game, players can send game invitations to any other player in the game (including players not previously matched), and as long as both parties agree, they can freely serve as 'Sage' or 'Thief.']

[If a player does not invite other players, they can choose to continue playing with other players through the 'forced random matching' method (but matching may fail or they may be left out), or actively become a 'Spectator' and not participate in the game.]

[By consuming Wealth Vouchers, players can query any player's match records at the vending machine, but the number of Wealth Vouchers consumed will increase significantly with the number of queries.]

[...Reward and Punishment Rules...]

[When the game ends, the individual player's and community's 'Wealth Value' (i.e., the number of Wealth Vouchers) and the camp's 'Wins' will be tallied.]

[Among the 4 'Core Communities': the community ranked lowest in wealth value will have all members suffer instant death punishment; the community ranked second to last in wealth value will select one person through 'internal voting among community players participating in the game' to suffer instant death punishment.]

[After the instant death punishments are completed, the game will open four different 'Exit Areas,' and players can freely choose to enter a certain area.]

[Exit will occur in four batches according to the order of 'total wealth value within the Exit Area from highest to lowest.']

[The four 'Exit Areas' will respectively correspond to the four 'Core Communities,' but will not be directly labeled.]

[When the number of players from a certain 'Core Community' is the highest in a certain 'Exit Area,' then the players in that 'Exit Area' will default to returning to that community (non-members of that community will also return according to this rule).]

[The 'Core Community' that suffered full instant death punishment will still have a corresponding 'Exit Area,' and players in that area will still go to that 'Core Community.']

[When the number of players in an 'Exit Area' exceeds the corresponding community's population limit (12 people), selection will be made according to the 'individual wealth value' of players in the area from highest to lowest.]

[Players not selected to enter will remain in the game and can continue to go to other 'Exit Areas.']

[Players from 'Core Communities' who cannot enter any 'Exit Area' will be randomly assigned to any 'Peripheral Community.']

[Among 'Peripheral Communities,' if not a single player successfully exits through an 'Exit Area,' then all players from that community remaining in the game will suffer instant death punishment.]

[Players who survive in the game will receive a total visa time reward of 'total visa time of all players who died in the game × 2,' distributed according to the number of 'Wealth Vouchers' each individual earned in the game.]

[Individual ranking, community ranking, and camp victory or defeat (determined by the camp's 'Wins') will all affect the specific value of the visa time reward.]

[The game will officially begin in 10 minutes. Please put on your costume dresses and prepare!]

...

Lin Sizhi changed into his costume dress and began to think about the game rules.

From the design perspective, these costume dresses also had some relationship with the tarot card patterns, while also having certain designs based on that.

Obviously, Wei Yinzhang's identity as an artist should have helped her design proposal stand out in this aspect.

Some of the tarot cards had clear character images that would be reflected in the costume dresses.

For example, 'The Magician' had a huge red cloak, 'The Emperor' wore a crown, and 'Death' was dressed in a black robe.

But some tarot cards didn't have clear character images, such as 'Wheel of Fortune.'

Such costume dresses also used elements from the original tarot cards, for instance having a huge 'Wheel of Fortune' pattern on the chest, which was very distinctive.

However, other parts were mostly subjective designs.

Overall, identifying the corresponding tarot card through the costume dress wasn't difficult.

The basic battle rules section was designed by Lin Sizhi, so he was very familiar with it.

Although this set of rules seemed simple, because there was the situation of 'Sage setting their own rules,' in reality it would spawn many possibilities and still possessed a certain strategic depth.

What Lin Sizhi focused on considering were the matching mechanism and reward-punishment mechanism issues.

These two parts were designed by different God’s Imitators, but the rules would influence each other.

The results of this game might show relatively large deviations in upper and lower limits.

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