Play
Round Info
When the round starts, the player will know the items, weapons, and other players on their current tile. Each round will have 2 main phases: Discussion Phase and Action Phase. A round lasts 24 hours, though actions need to be submitted an hour before deadline to allow time for processing.
Discussion Phase
During the Discussion Phase, all players may talk via global intercom using the main thread. If players are on the same tile, they will also share a private thread together. The players may taunt each other or make deals. However, nothing is binding. A player agreeing to a truce may still attack the other player during the Action Phase.
Action Phase
For the Action Phase, there is a round of 8 turns with 1 action each turn. First, the players will be randomly sorted for initiative order. Then turns will be processed one by one. Turn 1 for each player is processed in initiative order, then turn 2 for each player, then turn 3 for each player, and so forth.
Actions
For each action, the player may choose among the following available actions.
Attack: Attack a random player within range with the equipped weapon.
Attack [player name]: Attack the specified player with the equipped weapon. If the player is not within range, then no action is taken.
Equip [weapon name]: Equip the specified weapon from inventory. If the weapon is not available, then no action is taken. See Weapons.
Loot: Loot a random item or weapon from current tile. An empty inventory slot is required.
Loot [item/weapon name]: Loot the specified item or weapon from current tile. If the item or weapon is not available, then no action is taken. An empty inventory slot is required.
Loot Item: Loot a random item from current tile. An empty inventory slot is required.
Loot Weapon: Loot a random weapon from current tile. An empty inventory slot is required.
Move [direction]: Move in the specified direction (N, S, E, or W). If movement is not allowed in that direction, then no action is taken.
Use [item name]: Use the specified item from inventory. If the item is not available, then no action is taken. See Items.
Inventory
The player has 8 available backpack slots. Equipped weapons and items do not take up a slot. To loot an item or weapon, an empty slot is required. No action is required to drop an item.
Example
Equipped: Shotgun (8), Body Armor (5)
Backpack
Handgun
Katana
Med Kit
Med Kit
Grenade
Land Mine
SMG (20)
Assault Rifle (16)
Attacks
Attacks are done with an equipped weapon. A random roll is used to determine if the weapon hits based on its accuracy. If the hit is successful, the weapon damage reduces the health of the target player.
See Weapons
Death
Each player starts with 10 hitpoints (HPs). They lose HPs from attacks and recover HPs through certain items. If a player reaches 0 HPs, they die and are eliminated from the game. A death message will be posted to the game thread indicating who killed them and what weapon was used. This includes deaths by a Land Mine or the force field.
Example:
Player A killed Player B with a Machete!
Player C killed Player D with a Land Mine!
Player E was killed by the force field!
When a player dies, they will drop all weapons and items on their current tile. Dead players can no longer post in the game thread. They will be invited to the spectator thread.
Truces
A player may establish a truce with one other player. They will not attack this player as a random target. However, the other player can still attack them as a random target if they did not establish a reciprocal truce. A player may still attack players they have a truce with by doing an attack and specifying the player's name.
Truces are submitted privately to the host, so the other player will not know if you actually followed through with establishing a truce. Truces should be submitted each turn to make it clear that it is still in effect.