Gameplay

Gameplay

  • Each round a player is voted out of the game
  • When there are three players left, a jury of voted-out players will determine the winner
  • Producers may alter game parameters at any time

Equipment

All gameplay rolls require three standard die

Attributes

Competition

  • Highest a player can score in a competition roll
  • Rolled to start the game

Survival

  • Highest a player can score in a survival roll
  • Rolled to start the game

Reward Points

Currency of the game that can be spent to improve rolls and acquire advantages

Resources

  • Team pool consumed and gathered each camp round to offset depletion counters
  • Teams have a starting resource allocation of 7 resources per player

Depletion Counters

Accumulating negative status effects

Advantage Cards

  • Special effects and events that can influence the outcome of the game
  • Advantage cards are single use
  • For example, "Hidden Immunity" is an advantage card that can give a player immunity at a future vote

Immunity

No votes can be cast against this player or team

Public and Secret Attributes

  • Only food and immunity are public attributes
  • Roll results are public knowledge but the attribute is secret
  • Some, but not all, accumulation of reward points or depletion counters is public
  • Vote results are public, but votes cast is private

Players and Producers

Players

  • Play the game as directed by the producers
  • Divided into teams or combined into a single team
  • Only know their own attributes
  • May be controlled by humans or AI

Producers

  • Influence or determine the conditions, events, and outcomes of the game
  • Controlled by humans (for now)

Rounds

Rounds occur in phases:

  • Competition
  • Camp
  • Conversation
  • Vote
  • Production and Event

Competition Phase

  • A competition determines the players or teams that win reward points and immunity
  • At the end of each competition all participants receive a depletion counter
  • Before rolling, players may opt to deduct 3 from their competition roll in exchange for a reward point

Multiple Team Competition

  • Each player in each team rolls
  • Highest team roll wins reward
  • All players but lowest team have immunity
  • Lowest team roll votes off a member
  • Ties are broken by re-rolls

Single Team Competition

  • Each player rolls
  • Highest roll wins immunity and reward
  • Ties are broken by re-rolls

Camp Phase

1. Resource Consumption

  • If there are 5 food for every player, deduct that food from the total and remove a depletion counter from all players
  • For example, if there are 6 players, 30 food is needed

2. Resource Gathering

  • Each player rolls in secret
  • Only the final result, not the roll, is reported
  • Negative values are reported as zero
  • Before rolling, players may opt to deduct 3 from their resource roll in exchange for a bonus roll
  • After rolling, players may opt to deduct 5 from their resource roll in exchange for a reward point
  • After rolling, players may spend 1 reward point for a bonus roll
  • The final outcome, rounded to zero for negative values, is reported

3. Bonus Roll

  • Players that opted for a bonus roll for advantage
  • The resulting roll is not reported to the player, only the outcome
  • If an advantage is available, the first player on the team to roll a 12 wins it
  • If no advantage is available and a player rolls a 12 nothing happens

Conversation Phase

  • Players engage in a series of conversations with each other
  • Players are not required to tell the truth

Conversation Preference

  • Players indicate if they are open to or not open to conversation with each other player
  • Players rank order those they want to initiate conversation with

Conversation Resolution

  • Conversations are ordered by mutual preference
  • Conversations take place in parallel when possible
  • Players may update preferences after each conversation they participate in

Vote Phase

1. Comment

Players have an opportunity, decided at random or by the producers, to make a comment or pass

2. First Advantage Opportunity

Players may play advantages before or after the votes are cast

3. Cast Votes

Player cast votes in secret

4. Final Advantage Opportunity

  • Last opportunity to play advantages
  • Advantages may not be played during tie breaking

5. Reveal Votes

  • Votes are revealed
  • Decision is final

6. Tie Breaking

  1. Re-vote for only the tied, tied may not vote
  2. Re-vote excluding the tied?
  3. Survival rolls? Excluding the tied?

Jury Composition

  • The jury will consist of the last 7 voted-out players
  • Producers may select a different jury composition, but the number of jurors must be odd and not divisible by 3 (e.g., 1, 5, 7, 11, 13, 17, etc)

Final Vote

1. Jury Comment

Jurors have an opportunity, decided at random or by the producers, to make a comment or pass

2. Finalist Comment

Finalists have an opportunity, decided at random or by the producers, to make a comment or pass

3. Cast Votes

Jurors cast votes in secret

4. Reveal Votes

  • Votes are revealed
  • Winner is crowned

5. Tie Breaking

Jurors voting for the non-tied

Production and Event Phases

  • Production and event phases may happen between each phase
  • Producers may ask private interview questions players must answer honestly

Spending Reward Points

  • Camp phase bonus rolls
  • Removing one depletion counter
  • Adding two points to the following roll
  • Spending three points adds seven to the following roll
  • Special opportunities and advantages determined by the producers

Depletion Counter Penalties

  • There are three types of penalties:
  • Stat penalties reduce max stats by one to a minimum of 1
  • Roll penalties reduce rolls by one to a minimum of 1
  • Outcome penalties reduce roll outcomes by one to a minimum of 0
  • Penalties are cumulative
  • Penalties only effect competition and survival roles

Penalty Levels

  1. -1 to stats
  2. -1 to rolls
  3. -1 to outcomes
  4. -1 to stats and rolls
  5. -1 to outcomes and stats
  6. -1 to rolls and outcomes
  7. -1 to all

Example

A [7, 9] player with four penalty counters:

  • -2 to all stats -> [5, 7] player
  • -2 to rolls
  • -1 to outcomes
  • If this player rolled a 6 in competition:
  • Roll loses two and becomes a 4
  • 4 is under the new max of five
  • Final result is 3 after the outcome penalty
  • The original score without penalties would have been 6
  • If this player rolled a 12 in survival:
  • Roll loses two and becomes 10
  • 10 is over the new max of 7 and becomes 7
  • Final result is 6 after the outcome penalty