Wrongly imprisoned in a futuristic prison, the players have been collared with an explosive neck collar. Their collar is electronically tied to the collar of one of their fellow prisoners, only… they don’t know who.
The aim of the game is to defuse the collars and break their “Wedlock” before the timer runs out.
While the two prisoners are “Wedlock”-ed, what happens to one, happens to both. This means that if one player gets Rapid Fire, both players get Rapid Fire… if one player gets put down,… both players get put down.
Once the “Wedlock” is broken, the players retain the advantages of their “Wedlock”, but lose the disadvantages, i.e. they still get special abilities when their ex-partner does, and they can still spend their ex-partner’s special points, but do not go down when their ex-partner is deactivated.
As you deactivate opponents, you build up special points. These special points can be used to activate the following special abilities:
Ability | Cost (Combined SP) | Effect |
---|---|---|
Payback | 5 | You (and your partner) are instantly reactivated |
Missile | 3 | Bonus points and special points are awarded |
Nuke | 15 | All other players (except your partner) are deactivated |
Break wedlock | 25 | Your collars are defused and the wedlock is broken |
Destroy in-field target | 801 | 3 |
Notes:
Players have access to their partner’s special points as well as their own.
To break the “Wedlock”, the pair of players must first have built up enough special points “Special Available”. Then both players must hold in their feature buttons at exactly the same time, while they are both up.
The Warbot will look at all passing players, if a player is not doing well with respect to other players in the game, the Warbot may give the player bonus special points. If the player is doing well, the Warbot may simply zap the player.
Recommended length: 10 minutes.
Skill levels: All players play at the same skill level.
Scoring:
Event | Score | Special Points |
---|---|---|
Zap opponent | 100 | 1 |
Zap wedlock partner | -100 | 0 |
Missile opponent | 500 | 2 |
Missile wedlock partner | -500 | 0 |
Destroy in-field target | 801 | 5 |