Rock, Paper, Scissors variations

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Rock, Paper, Scissors[edit]

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1. **Hunter, Deer, Wolf[edit]

- **Hunter** catches **Deer**. - **Deer** outsmarts **Wolf**. - **Wolf** overpowers **Hunter**.

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2. **Fire, Water, Plant[edit]

- **Fire** burns **Plant**. - **Plant** absorbs **Water**. - **Water** extinguishes **Fire**.

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3. **Sun, Moon, Star[edit]

- **Sun** outshines **Star**. - **Star** guides **Moon**. - **Moon** eclipses **Sun**.

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4. **Sword, Shield, Bow[edit]

- **Sword** breaks **Bow**. - **Bow** bypasses **Shield**. - **Shield** blocks **Sword**.

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These variations could bring fresh and thematic fun to your game! Let me know if you’d like another twist or more detailed rules.

Here are four **twisted** versions of Rock, Paper, Scissors, with added layers of complexity or thematic rules:

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1. **Hunter, Deer, Wolf (With Twist[edit]

- **Hunter** traps **Deer** unless the **Deer** is "hidden" (players call "hidden" before showing their choice). - **Deer** avoids **Wolf** by "running" (a predeclared choice means the Wolf can't win). - **Wolf** howls to scare **Hunter**, only if it has "full moon power" (activated every third round).

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2. **Fire, Water, Plant (Elemental Overcharge[edit]

- Players "charge" their element by shouting "Overcharge!"—a charged element beats any other, even one it’s usually weak against. - Overcharging takes two rounds to prepare, but it can be countered by an uncharged **Water** (it “soothes all”). - Overcharged **Fire** ignites an automatic next-round win unless **Plant** absorbs it immediately.

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3. **Sun, Moon, Star (Cosmic Cycle[edit]

- **Sun** always wins against **Moon**, unless it's night (players agree beforehand when it’s "day" or "night"). - **Star** can’t lose if chosen twice in a row (a "constellation" is formed). - If both players choose the same celestial body, they reset the cycle (day to night, night to day).

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4. **Sword, Shield, Bow (Battle Stance[edit]

- Players can adopt "stances": Aggressive (Sword gets a boost), Defensive (Shield wins against all), or Stealthy (Bow strikes undetected). - Changing stances during the game adds unpredictability—players declare stance shifts before revealing their choice. - An Aggressive **Sword** can’t lose unless it faces a Stealthy **Bow**, which turns invisible.

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These twists can bring strategy and storytelling into your games! Would you like to expand on any of these rules or explore a particular twist? The "Gates of Death" haven't been directly mentioned yet, but the concept feels rich with potential, especially for a thematic twist in a game or as part of a narrative element in Regor. Here’s how they could be introduced:

      1. In the Game: **Gates of Death Variant**

A version of Rock, Paper, Scissors themed around life, death, and transition: - **Life** (symbolized by blooming flowers) conquers **Death** (symbolized by a skeletal gate). - **Death** closes the **Gates** (symbolized by an ancient lock). - **Gates** trap **Life**, preventing rebirth.

Twist: Players can "invoke the spirit" (declare a chant or move) to flip the usual cycle, so Death conquers Life. The twist resets every three rounds, making strategy crucial.

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      1. In the Story: **Gates of Death in Regor**

The Gates of Death could represent a metaphysical barrier between the living world and the afterlife in Regor. Perhaps they’re guarded by spiritual entities tied to the Primal Tiger, and the gates are central to rituals or mythologies.

Would you like to develop this further for your story, or as a deeper game concept?