The Devil's Plan, a Netflix series, mesmerized viewers with its impressive intellect, cunning tactics, and collaborative spirit.
This thrilling competition series will leave audiences astounded as they grapple to comprehend the intricacies of each game's rules. While the fundamental regulations of The Devil's Plan remain transparent, every match presents its own set of distinct guidelines and strategic ploys. Participants must either rely on their individual prowess or form alliances to progress.
During each Main Match, all contestants participate with the hope of acquiring more pieces. However, the drawback is that the two players with the fewest pieces are confined to prison and are not eligible to participate in the Prize Match. Pieces are crucial for survival in The Devil's Plan, as the Main Match games can result in elimination for some participants.
The Prize Matches offer the remaining contestants the opportunity to compete in new games and increase the value of the final prize. The value of the grand prize can range from up to 500,000,000 won or less, depending on the number of Prize Matches won. To facilitate comprehension of the games, a detailed breakdown is provided below.
The Virus Game is a game of hidden identities in The Devil’s Plan
In the midst of the 12 contestants, a few are disguised as terrorists, intent on eliminating innocent civilians. Adding to the peril, a virus looms over the game, with certain players dedicated to revealing the identities of these hidden threats.
The Virus Game bears resemblance to the Mafia Game in its mechanics. Each contestant is assigned a unique title and set of duties within the game. The ultimate goal is to uncover the true roles of each player, thus ensuring survival and increasing chances of emerging victorious.
Each participant selected a number ranging from one to twelve. Two individuals with terrorist intentions were infecting the remaining ten innocent people with a detrimental virus. As soon as five individuals fell victim to the virus, it rapidly spread to the fourth and sixth individuals. Nevertheless, within the group of ten civilians, two diligent researchers tirelessly sought the cure. An individual possessed the vital antibodies needed for healing, while others included a police officer, a devoted fan, and a skilled reporter. The participants had the freedom to disclose their true identities or safeguard them as secrecy, choosing whichever option they believed to be advantageous.
Every terrorist has the choice to save an infected person or use a bullet to eliminate a player. In order for the terrorists to win the game, at least one of them must survive alongside the player who possesses the antibodies. If the civilians manage to kill both terrorists, they will be victorious. The identity of the player with the antibodies remains unknown to everyone, including that player themselves. While they can still infect others, they are able to heal after each round. Each player who remains infected by the next round is eliminated from the game.
Throughout the game, the researchers must complete tasks in order to develop an antidote, but only if they are able to locate the player with the antibodies. If the researchers successfully create the cure, the civilians win a portion of the game, and the researchers gain an additional reward. The officer is allowed to eliminate one player in each round, with the hope of targeting a terrorist. Regardless of winning or losing the game, the officer's main focus is receiving a reward. However, the longer they refrain from killing a terrorist, the fewer rewards they will receive. Similarly, the fanatic experiences a similar dynamic, as they are awarded more rewards if they are eliminated early on in the game. The task of the journal is to uncover the identities of all players, and if they manage to survive, they will earn an additional reward.
The first Prize Match is as simple as a puzzle – but with a twist
During the imprisonment of two contestants, the remaining 10 participants partake in the Cooperative Puzzle match, emphasizing the significance of teamwork in contributing to the ultimate grand prize.
One of the games included in The Devil's Plan offers a seemingly uncomplicated challenge of puzzle-solving. Comparable to a Roundabout, the contestants are required to select a number ranging from one to 10. The objective is to successfully solve increasingly difficult puzzles within a limited time frame, as the Roundabout relentlessly spins, urging each contestant to solve the puzzle before their turn concludes.
Here’s the catch: if a player successfully solves the puzzle, the individual that the Roundabout lands on and the puzzle is pointing to will win a prize. This implies that the puzzle solver will only receive a reward if they are still facing the puzzle at the end of the round. This rule applies to all Prize Matches. In the event of a failure at any level, the game is instantly lost and no prize money is awarded.
The Rules Race is one of the most complex games in The Devil’s Plan
In The Devil's Plan Episodes 3 and 4, contestants must utilize a board game to secure a safety spot and avoid elimination. Winning the game involves devising personal rules that can either benefit or hinder the players throughout their journey to the finish line. To create their rules, each player selects colored blocks, ensuring that no block of the same color is used more than once. It is important to construct sentences that establish a cause and effect relationship, without repeating the subject.
Furthermore, the sentence should clearly specify the intended recipients and be coherent within the broader context of the game. Once the rules are recorded, the sequence of players is determined based on the word count of their personal rule. The player with the fewest words goes first, while the others engage in a game of rock, paper, scissors.
Each player rolls a dice that comprises one, two, two, three, prison, and escape prison. If a player lands in prison, they are unable to leave unless they roll the escape prison side, which grants them an extra turn. Additionally, there is a special dice featuring one, two, two, three, three, and three, but it is only utilized when a special rule is triggered. When a player lands on the "office" space on the board, they have the option to either acquire an escape prison card, roll again, or register/change the group rule. This rule applies to all players and must be chosen from one of the three colored sections.
But if a player lands in office using the group rule, they won't receive any benefits. The player who reaches the finish line first will be awarded three pieces, while the second-place player will receive two pieces and the third-place player will receive one piece. However, the 10th place player will have to give up one piece, the 11th place player will have to give up three pieces, and the 12th place player will have to give up five pieces. If a player has no pieces left by the end, they will be eliminated.
A game of memory has the contestants scared in The Devil’s Plan
After the Rules Race, the remaining contestants must use their brains to memorize as many details as possible to add to the grand prize.
In The Devil's Plan, there is a game that appears deceptively simple yet demands an exceptional memory. Following one elimination, two additional contestants were sent to prison. The remaining nine participants engaged in the Fragments on Memories game, which determined the Prize Match winner.
In a time span of 20 minutes, the players must meticulously recollect every intricate detail captured in a photograph. Individually summoned into a separate room, each player is posed with a series of questions. They have the option to either provide one correct answer out of 10 or relinquish their turn to the next player, conceding their opportunity. A single incorrect response results in immediate failure of the game.
The Devil’s Plan Episode 5 is a game of Secret Numbers
The contestants must either trust everyone or no one as they must look for clues on what each other’s numbers are to avoid elimination.
In Episode 5, there are eleven remaining contestants participating in the Secret Numbers game, which involves both strategy and trust. Each contestant will approach the dealer to select a card with a number on it, however, they will not know their own assigned number. In order to determine their respective numbers and learn about each other, each contestant is provided with a set of four tickets.
These tickets include options for addition, multiplication, division, and a zero. In order to gain information, two players must mutually agree to enter a booth and forfeit their respective cards. If the addition ticket is used, the players will receive the sum of their numbers as a result. If the sum exceeds 180, it will be displayed within the range of 180 to 199. If the sum is less than 20, it will be displayed within the range of three to 20.
The multiplication card only displays the last digit of the total after multiplication. The division card computes the quotient of the larger number divided by the smaller number, without including the remainder. The Zero ticket indicates the count of zeroes in both contestants' numbers. Using a token, contestants can acquire additional tickets within the 120-minute time limit.
Here's the twist. All participants must complete an answer sheet with their guesses for their own and others' numbers. Correctly guessing their own number earns them five points, while an incorrect guess results in a deduction of five points. Each accurate guess of someone else's number earns points, and leaving a person blank does not incur a penalty. However, an incorrect guess results in a deduction of one point. Guessing all numbers correctly will yield a total of five points.
The difficulty of the game increases as contestants correctly guess the number chosen by another player. In such cases, the player whose number was guessed loses points according to the number of people who guessed correctly. Contestants with four points or fewer receive a penalty. Those with four or fewer points lose one point, while those with negative one or fewer points lose two, and the player with the lowest points loses three.
The contestants put their English skills to the test in Episode 6
For the Prize Match, the remaining contestants must work in unison to piece together English words to add to the prize money.
The Word Tower game is more straightforward than the Main Match. In this round, participants collaborate to construct words by arranging wooden blocks. The words must adhere to a specific theme, such as animals or cities. In order to earn additional prize money, each contestant must stack their word vertically in front of them before time expires. Each round has a duration of 10 minutes.
The Devil’s Plan Episode 7 has the contestants think of a necessary strategy
For the following Main Match, the remaining contestants take part in a game called Zoo where certain patterns and combinations can lead to victory.
The Zoo game in the Netflix series has introduced a set of intricate rules. Each participant will have a meeting with the dealer to choose three animal cards at random, along with a personal condition. The contestants will then have the opportunity to determine the order of their cards and select one to reveal to the other players. The available animal cards in the game include the snake, lion, parrot, monkey, and elephant.
Moving on to the game board, it consists of 25 tiles, with four sets of animals allocated to beet boxes labeled A and B. From each box, four tiles will be chosen randomly and put up for auction. Each contestant will bid for their desired tiles from the given selection. The contestant with the highest bid will have the privilege to decide the placement order of the tiles on the game board. However, there's a twist - the box with the fewest bids is the winner, resulting in the elimination of the tiles that were unsuccessful in the auction.
Each participant will have a meeting with the dealer to determine the number of their 30 coins that they will utilize for bidding. Additionally, it is important to note that the coins will not be returned after each bid. In order to earn points, the players must strategically position their tiles on the board to form a pattern either horizontally, vertically, diagonally, or even in reverse. Each successful match will result in a point being awarded. Furthermore, if a contestant fulfills their personal condition by the end of the game, their points will be doubled. Those who have accumulated two or more points by the end will gain an additional piece, while those who have not will lose one.
The Scale Game is a perfect opportunity for Mathematicians
In Episode 8 of The Devil's Plan, the Scale Game revolves around weight and numbers. The participants are tasked with accurately determining the weight of various cube elements.
During the Prize Match, contestants are required to balance a scale by strategically using colored cubes of different weights. Additionally, they must deduce the weight assigned to each color. Each team is provided with two cubes in red, yellow, green, blue, and purple, with each cube potentially weighing anywhere between one and 20 grams. A clue is given regarding one of the cubes.
By arranging the cubes on the scale, participants can estimate their weight while striving to maintain equilibrium. A supplementary scale is utilized to provide clues, but its balance or significance is not crucial to the final result. The numbers selected by the participants correspond to their turn order. Each contestant is allotted a five-minute timeframe to position two cubes on the scale. It is imperative that both sides of the scale feature distinct patterns when the cubes are placed. If the contestants successfully achieve balance on the scale and accurately calculate each weight, they will be rewarded with additional prize money.
A game of territory and Tetris leads to a battle in The Devil’s Plan
In the Devil's Plan, the fifth Main Match game called Laying Grass requires contestants to utilize Tetris pieces in order to construct a territory that meets a specific requirement, in order to avoid elimination.
Participants must strategically arrange grass Tetris pieces to form the largest square possible. The contestants determine the sequence in which they place their pieces by random selection, and each player receives an initial piece and a face tile. The order of the 96 pieces is predetermined, and contestants must follow this order when it's their turn. Additionally, contestants are provided with a tile exchange coupon.
Players have the freedom to select any one of the upcoming five tiles. The tile immediately succeeding the chosen one is passed on to the next contestant, while the preceding tiles, prior to the chosen tile, are off-limits until all subsequent tiles have been utilized. The act of exchanging a tile grants the player an exchange card. Furthermore, when placing the initial tile onto the board, it is imperative that it makes contact with at least one of the sides of the player's face tile. Subsequently, any subsequent tiles touching those placed by the player become part of their territory.
On the board, there are various special benefits available for the contestants. If a contestant successfully encloses a benefit with their tiles, they will win that particular benefit and the enclosed area will become part of their territory. These benefits include winning a piece, stealing a tile from another contestant, or obtaining a stone piece that restricts other contestants from using that space. In order to avoid elimination, the contestants must strategically create a 5×5 square. Creating a 6×6 square will earn them an additional piece, while a 7×7 square will grant them two. If they manage to create an 8×8 square, they will receive three additional pieces. However, any contestant who fails to achieve at least a 5×5 square will lose one piece. Furthermore, having a territory as small as 3×3 will result in a forfeiture of two pieces, while a territory as small as 2×2 will lead to a loss of three pieces.
The Devil’s Plan has the contestants memorizing faces in Episode 9
While two contestants are incarcerated, the rest of the participants engage in the fifth Prize Match by partaking in the Montage game.
The rules of the Prize Match appear to be relatively comprehensible, particularly for Montage. Each contestant is provided with a buzzer and is tasked with observing a sequence of faces for a period of three seconds, aiming to memorize them to the best of their ability. If they come across a face that they have already seen, they must swiftly press the buzzer. The contestant who presses the buzzer with the utmost speed emerges victorious and receives a fraction of the prize. In the event of an incorrect response, the contestant incurs a penalty point, however, the game proceeds. A failure is declared when the cumulative score falls below negative ten. Furthermore, if none of the contestants presses their buzzer upon encountering a duplicate face, the game also concludes.
Si-won and Seok-jin play a Secret Chamber game to win pieces
Seok-jin and Si-won, after planning to go to prison together following the Laying Grass game, stumble upon a hidden chamber. In this chamber, they discover the opportunity to engage in a game called Blind Gomoku, with the choice of risking 10 pieces or facing elimination. From the beginning, both contestants had been in collusion, with Seok-jin obtaining the passcode to the prison safe by combining their pieces. Inside the chamber, a door awaited them, offering either failure or salvation, as only one player could participate in the Blind Gomoku game each day.
The rules of the game are quite challenging. A contestant will compete against an unidentified staff player on a grid, with each player using black or white pieces. However, the twist lies in the appearance of these pieces. The goal is to align five pieces of the same color either in a row, diagonal, or parallel manner.
The player must strategically remember the placement of their pieces, as each piece is a different color and displayed on the top and sides. Only the bottom of the piece reveals its true black or white color and remains concealed from the player. If the contestant successfully achieves a row of five pieces first, they earn 10 additional pieces. Conversely, if the staff player emerges victorious, the contestant is eliminated.
Equation Hi-Lo is a game of mathematical poker
In the sixth primary match, the contestants who remained engaged in a poker-style game in which they were required to formulate a mathematical equation aiming to reach either one or 20, followed by placing bets against their opponents.
Get ready for a brain-teasing twist on poker: Equation Hi-Lo. In this game, contestants are dealt number cards as well as cards for addition, subtraction, division, multiplication, and square root. Using these cards, they must create an equation that comes closest to a predetermined number out of 20. The contestant who achieves the closest equation then bets high or low based on their results.
To participate, each contestant must wager five betting chips and be dealt three cards for addition, subtraction, and division. Additionally, they will receive four numbered cards ranging from one to ten, each with a specific color: gold, bronze, black, or silver. The color of these cards will play a role in determining the final value and ultimately the winner of the game.
Each player must place an ante bet before receiving their undisclosed card, which only they can view. If the card happens to be a multiplication or square root, it must be relinquished until a number card is obtained. Two additional cards are then dealt openly for all players to see. If one of these cards happens to be a square root, the player receives another number card.
In the event that an open card is a multiplication, the player must surrender one of their addition, subtraction, or multiplication cards in exchange for a number card. A similar rule applies if the player receives a second multiplication or square root as their second open card; it must be discarded until a number card is obtained. The round commences once a player places their desired bet. The subsequent player can choose to either match or increase the bet, provided it does not exceed the lowest amount of chips a player possesses. Alternatively, a player may opt to fold and abstain from participating in the game.
Four Player Three in a Row is like Connect-Four
After all participants have placed their bets or folded, they receive their revealed card and proceed to formulate their equations. Subsequently, they are presented with a choice to place a high or low bet using either a 20 or a single chip. In the group of low bettors, the individual who comes closest to one emerges victorious, while the same principle applies to the high bettors. The game progresses until participants who have exhausted their chips are eliminated.
In the Four Player Three in a Row game, contestants compete on a four-by-four grid using stacked colored blocks to form sets of three. They also face off against an undisclosed opponent.
This board game, which was part of the living room set, requires participants to be the first to align three pieces of the same color in a row. The final three contestants are joined by a mystery fourth player. Each contestant plays individually in a separate room, monitoring the progress of the other players. In every round, the order of the colored blocks is changed and shuffled among the contestants.
Following the rules is quite simple. During their turn, players can either add a new piece or move an existing one on the board. It is allowed to stack one's colored block on top of another piece, but the maximum height limit for each square is three pieces. Only the top piece counts and can be moved, as long as it matches the player's color. The piece can be moved in any direction, within one square. If a player is unable to make a move or place a colored piece, they must pass their turn.
To win, contestants must emerge victorious in all rounds against the mystery player. The winner of each round receives additional pieces, while the loser gets eliminated.
The Devil’s Plan finale games test the contestants’ strategy
With only two contestants left, the ultimate winner is determined through a series of challenging games including Nine Men’s Morris, Hexagon, and Dice Poker.
In the living room, a game of Nine Men's Morris awaits the players. Each contestant is provided with nine markers in either black or white. At the end of each round, the player with the highest number of markers decides the order of play. Both players have to strategically place their markers on specific spots on the board. If a player manages to form a line of three markers in a row, they gain the advantage of removing one of their opponent's markers.
If the opponent aligns three markers in a row, they become immune and the player must choose a different marker. Markers cannot be moved on the board until all markers have been placed. Once placed, the player can only move a marker to an adjacent dot. When a player is left with three markers, they are free to move anywhere on the board until they form a straight line to eliminate the opponent's markers. The player with more of the opponent's markers wins the round.
Hexagon poses a challenge for those with poor memory skills. In this game, players are given a set of numbers to memorize within a given time limit. The numbers are then replaced with letters, and a Target number is revealed. Each player must press the buzzer and provide three letters that can add up to the Target number. Each correct answer earns a point, while an incorrect answer results in a point deduction. Players must try to find all possible combinations before proceeding to the next round in order to maximize their score.
The final two contestants were unable to play the Dice Poker game, as the results of Hexagon had a clear winner.
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