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# In-Depth Game Design Document
This document outlines the deep mechanics, rules, and edge cases for the two unique minigames.
## 1. Mace Roulette (The Cursed Mace)
### Concept
A high-stakes, fast-paced game of hot potato mixed with Russian Roulette, utilizing the new 1.21 Mace mechanics.
### Arena Design
- **Shape:** Circular platform (Radius: 20 blocks).
- **Environment:** Floating above a void or a lava pit. No walls, meaning players can easily be knocked off.
- **Obstacles:** A few scattered pillars for temporary cover, but they break if an explosion happens near them.
### Core Mechanics
1. **The "It" Player:** At the start of the round, one random player is chosen and given the **Cursed Mace**. They glow red (Glowing effect) so everyone knows who they are.
2. **The Cursed Mace:**
- Has custom enchantments: Knockback II, but deals 0 base damage (so players don't die from normal hits).
- Cannot be dropped from the inventory.
3. **Passing the Curse:** The "It" player must hit another player with the Mace. When a successful hit registers, the system "rolls the cylinder" (RNG 1 to 6).
- **Roll 1-4 (Safe Pass):** A generic hit sound plays. The target takes normal knockback. The Cursed Mace instantly disappears from the attacker's inventory and appears in the target's inventory. The target is now "It".
- **Roll 5 (The Smash):** A massive `Wind Burst` (level 5) is triggered at the target's location. The target is violently launched into the air/off the map and eliminated. The attacker keeps the Mace and must target someone else (or a new random player is chosen).
- **Roll 6 (The Backfire):** The Mace betrays its wielder! A dense explosion happens exactly where the attacker is standing, instantly eliminating the attacker. The Mace is randomly given to another survivor.
4. **The Timer:** The "It" player has exactly **15 seconds** to hit someone. If the timer expires, the Backfire (Roll 6) happens automatically to prevent stalling.
5. **Dodge Mechanic:** Non-"It" players get a `Wind Charge` every 10 seconds to help them boost away or double-jump to dodge the attacker.
### Win Condition
The last player surviving wins the round.
---
## 2. Sulphur Cube (Toxic King of the Hill)
### Concept
A highly mobile, aggressive game where holding the objective gives you points to win, but slowly kills you.
### Arena Design
- **Shape:** Multi-level arena with jump pads (slime blocks), tight corridors, and open central areas.
- **Theme:** An abandoned laboratory or toxic waste dump.
### Core Mechanics
1. **The Cube:** A custom item (e.g., a glowing Yellow Stained Glass block or Sponge named "Sulphur Cube") spawns in the center of the map.
2. **Scoring:** The first player to pick up the Sulphur Cube becomes the "Carrier".
- The Carrier earns **10 Points** for every second they hold the cube.
- **Win Condition:** First player to reach **1000 Points** wins the game.
3. **The Toxic Effect:**
- The cube is highly radioactive. Every 3 seconds the Carrier holds the cube, they take 1 heart of direct void damage (bypasses armor).
- Natural health regeneration is completely disabled for the Carrier.
4. **Carrier Buffs:** To compensate for dying, the Carrier receives **Speed II** and **Jump Boost II** to help them run away from hunters.
5. **Visuals:** The Carrier has a permanent glowing effect (Yellow) and leaves a trail of green/yellow particles behind them.
6. **Stealing the Cube:**
- Non-carriers (Hunters) must kill the Carrier to steal the cube.
- When the Carrier is killed, the Sulphur Cube is instantly transferred to the player who dealt the final blow.
- If the Carrier dies to the toxic effect (or falls off the map), the Sulphur Cube respawns in the center of the map.
7. **Healing:** Hunters (non-carriers) regenerate health normally over time. Once a Carrier loses the cube, they begin to slowly heal.
### Strategy
Players must balance the greed of holding the cube for points against their dwindling health. Sometimes it is strategic to run into the void to reset the cube to the center rather than giving it to a chasing enemy.
---
## Open Questions for You:
1. **Mace Roulette:** Should the Wind Burst only knock them back, or should it do massive explosive damage as well?
2. **Sulphur Cube:** Instead of dying to steal it, should a hunter be able to steal the cube just by *punching* the Carrier? (This would make it faster-paced like a game of Tag).