Object of the Game: To be the first player to, by picking spaces from a grid, finish a round by winning with at least a billion dollars, then enter and win a second round while "On Deck" with one billion dollars or more once the round ends.

How It Works: There is a grid of 20 spaces, filled with money, multipliers, items, and other goodies. During each round, all players in that round pick one of those spaces to turn into a bomb. Once this is done, the players take turns picking spaces until either all but one (or all, somehow) of the players in the round are eliminated (usually by bombs), until all the spaces have been picked, or when an effect ends the round. After this, any minigames, score changers, etc, are played, then the round ends and a new round is played.

Player Statuses:

1) Money: This is the player's score. As stated earlier, the aim is to get this above one billion. Starts at $0.

2) Bonus Multiplier: This is an amount that multiplies the player's win bonus if they happen to survive a round. Starts at x1.

3) Consecutive Wins: It is what it says. Multiplies minigame winnings. Getting three wins in a row allows the player to go to the special Jackpot Chance round. Starts at 0.

4) Cash Boost Percentage: This is what every dollar value a player hits, earns, or loses is multiplied by before being applied to the player's score. Starts at 100%.

5) Items and Special Modifiers: These are applied when used and/or needed.

Turn Structure: The turn order is picked randomly. The first player picks one of the spaces, then the second player goes, then the third, then the fourth, and so on, wrapping back around to the first once everyone has gone.

What's New: Here is a tl;dr version of what you may find different about this version of Race to a Billion as opposed to other MafiaScum versions.

1) Cash Boost Percentage: As stated above, this boosts cash earned from the board and most other sources.

2) Zones: Zones are game-wide effects that could change the game and strategy forever, as various modifiers are applied to the rounds in which the Zones are active.

3) Failsafe: A player may choose to call Failsafe if they think the rest of the spaces are bombs. It can be risky but it can also save your hide!

4) Betting: You can bet on the outcome of rounds you're not in. The odds are in your favor!

5) Bomb Hunting: You can try to seek out bombs in rounds you're not in. Doing so can get you some big money!

6) Trash Picker: Ever wanted to know what goodies bombs covered up? You're in luck, not only might you find out, but those values could be yours!

7) Peek: The player, at any time during a round, may Peek at any space and learn its category. Good for additional ammo in the battle of wits, or just a safety pick!

8) Locking and Listing: The player may Lock an as-of-yet unpicked or unlocked space down, allowing them to pick it without having to pick it in turn. In addition, a player may send a list of up to eight spaces to pick if they are going to be away, so the game can continue.

9) Funky: A wide variety of game-changing effects hide in the Funky spaces... if you're willing to take the risk!

Each round after the first will have a certain number of grids in it...

4-7 = 1 grid per round

8-11 = 2 grids per round

12-18 = 3 grids per round

19+ = 4 grids per round

Each player will be placed in one of the grids. At the beginning of every round after the first, the leading player will be placed in grid A, the second-place player will be in group B, and so on until each grid has a player. Then, the last place player is placed in grid A, the second-to-last player goes to grid B, and so on until each grid has two players. The leading player will get to choose which number of players each grid will have, and will get to choose one player to be in their grid along with themselves and the last place player. Finally, all remaining players will be put into random grids until they are all filled.

Bomb: It's inevitable that a player will hit a bomb during a round. Once this happens, the player is out of the round. In addition, they will lose money...

Bombed first: -$50,000 * Boost

Bombed second: -$35,000 * Boost

Bombed third and beyond: -$15,000 * Boost

Finally, after the money is removed, the player's multiplier is divided by a value. Being bombed first means the player's multiplier is cut in half, bombing second means it's divided by 1.5, and being bombed third or later means it's divided by 1.1. If the player's boost is under 100%, it's reset to 100%, otherwise the player's Boost has 100 subtracted from it, then it's divided by the same amount that the player's multiplier was divided by, then 100% is added back on to it. For example, if a player with a 150% boost was bombed first, the equations would be 150 - 100 = 50, 50 / 2 = 25, meaning they'd go down to 125%.

Duds: Before bombs are placed each round, anywhere from 0 to 6 spaces can be designated as dud spaces. Any bomb that is placed in a dud space will have no effect!

Failsafe: If a player believes that all remaining spaces are bombs, they can call Failsafe. If they are right, the round ends immediately, and their win bonus is multiplied by the number of spaces that were on the grid. If they are wrong, they get bombed twice and are out of the round. This bomb will not come from any bomb that may be on the grid. The Failsafe becomes active when there are spaces remaining equal to the maximum number of bombs that could be on the grid (usually the number of players in the round minus the number of bombs that were hit in the round, but could be more depending on what spaces were hit).

Winning: Any player that remains active when a round ends wins that round, and gets their Win Bonus. The win bonus is equal to the following formula...

(B + R) * P * M

B is the Base win bonus ($500,000, $1,000,000, or $2,500,000, depending on the current Phase).

R is the total value of the Remaining unpicked money spaces, disregarding added boosts or multipliers, and reduced to $500,000 if a space exceeds that number. Non-money spaces are regarded as their value before being changed to their space type. If the round ends with only bombs remaining, R becomes double B ($1,000,000, $2,000,000, or $5,000,000, depending on Phase number).

P is the player's Percent boost.

M is the players' bonus Multiplier.

After the win bonus is added, 1 is added to the player's Bonus Multiplier. If the multiplier ones digit is 0 after this 1 is added, the player automatically gets to play the Jackpot Chance! The maximum win bonus is $200,000,000; any excess will be applied at the end of the next rounds in $50,000,000 chunks.

A winner who wins a round and has a score of $1,000,000,000 or more once the end of that round occurs becomes "On Deck", a status which cannot be lost. A player who is "On Deck" that wins a round and ends that round with $1,000,000,000 or more wins the game. In the event that multiple such players exist, a first-to-five series of mini RTaB games are played on a board with 6 spaces per player, no penalty for hitting a bomb, money earned, or any other status changes. Surviving a mini RTaB game scores one point. In case of another tie, mini RTaB games are played one by one until a final decisive winner emerges.

**Spoiler: Betting and Bomb Hunting**

**Spoiler: Phases**

**Spoiler: Zones**

Many Possible Space Values: There are a number of varied spaces on the grid in each round. It is possible to find any or all of these in the game...

Money: There are several tiers of money that can be put on the grid, but most of the money spaces will range from $22,500 to $250,000 (Tiers 4, 5, and 6). There can be any number of these on the grid, and any can be repeated multiple times on the grid. See below for the ranges for each tier.

**Spoiler: Money Tiers**

**Spoiler: Multipliers and Boost**

**Spoiler: Mini-Games**

**Spoiler: Score Changers**

**Spoiler: Special Spaces**

Trash Picker: A space which appears in every grid, randomly positioned in a non-bomb space once all the bombs have been placed. The player picking the Trash Picker will receive all values that were covered by bombs.

Jackpot Chance: Each time a dollar amount is picked by a player, that amount is added to the Jackpot. During the round, a 20 space grid is shown. There are 2 each of the letters in JACKPOT, 2 $100,000 spaces, and 4 strikes. If the player gets at least one of each of the JACKPOT letters before getting 3 strikes, the Jackpot is won. The Jackpot starts at $10,000,000, and is reset to $2 million times the next round number every time it's won, minimum $10,000,000.

General Game Flow Kind of Stuff: Game starts Wednesday, January 2, 2019. Please pick within 48 hours. Failure to do so gives a prod and a random pick (which might be a bomb) on the first time in a round and an assured bomb on the second. Failure to pick within 48 hours three times in three rounds or twice in the same round means you're removed temporarily, just sign up again to return. If you're going to be away, just send a list of spaces to pick. Don't be a dick, what I say goes, alert me if something goes wrong, etc.

Oh, and have fun!

Player List:

Position | Name | Score | Boost % | Multiplier | Cons. Wins | Items |
---|---|---|---|---|---|---|

#1! | Jumble | $2,369,850 | 125% | x2 | 1 | No items |

#2 | Tatsuya Kaname | $989,000 | 100% | x1 | 0 | No items |

#3 | puzzledan | $267,525 | 100% | x1 | 0 | No items |

#4t | Agent Sparkles | $00 | 100% | x1 | 0 | No items |

#4t | Kusane | $00 | 100% | x1 | 0 | No items |

#4t | Munchmellow | $00 | 100% | x1 | 0 | No items |

#7t | Charles510 | -$15,000 | 100% | x1 | 0 | No items |

#7t | Thegamerontop | -$15,000 | 100% | x1 | 0 | No items |

#7t | vincentw | -$15,000 | 100% | x1 | 0 | No items |

#10 | Allomancer | -$35,000 | 100% | x1 | 0 | No items |