Story Arc: Marathon Mode

Marathon Mode is a fourth mode in Elemental Battlegrounds that serves as a subgame, able to be played with four players. Its gameplay is largely based off of games like Mario Party, but focuses on fighting rather than minigames. It is unlocked upon reaching Public Level 50.
When joining a game, they can either search for a random server with open spots or join/set up a private game with friends. When selecting a random lobby, servers are divided in the same way as all other modes.
==Main Gameplay==
4 players are dropped into one of a selection of maps, then each given a die to roll. When 1 player reaches the end circle, all other players have only a limited amount of turns left to reach it so that they can enter the final showdown. Otherwise, they will be positioned based on their place on the “board”. When the game first begins, the order in which the players take their turns is based on their in-game Public level (Lowest to highest); each turn, each player rolls their dice to move forward through the spaces on the path, coming across special spaces and challenges, and collecting Board Tokens along the way. Alternatively, they can choose to skip their turn and keep their die/dice to use along with the one they get for their next turn, as any dice rolled are lost after the turn. When it’s time for someone to roll, they have only 10 seconds to click either “Roll” or “Keep” before the game rolls a single die for them. If they want, before they choose, they can first click “Use Item” and pick any of the mode’s exclusive items they currently possess that they want to use before they actually play. 
If a player rolls more than one die and gets two of the same number, this is called a “Doubles”; the player gets a bonus die to add to their roll. If they get three of the same number, it is called a “Triples”, if four of the same number, it is called a “Quads”, and so on.
==Space Types==
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Name 	Picture 	Effect
Empty (Non-Special Space) 	None 	No effect; moves onto the next turn. These make up the majority of almost every board.
Multi-Path (Non-Special Space)	Dark grey circle with 2 to 3 white arrows inside, pointing in the direction of the selectable paths 	Found at pathway splits or otherwise breakaways between alternate paths; interrupts the player’s turn once they step on it, prompting them to choose which path they want to continue their turn in. If they don’t choose in 10 seconds, the path they’ll take will be automatically randomized.
Move Forward 	Sky blue arrow pointing forwards with a blue “+3”, “+4” or “+5” on the bottom right 	Bounces the player forward through the board from 3 to 5 spaces; whatever space they land on will have no effect.
Move Backward 	Light red arrow pointing backwards with a red “-3”, “-4” or “-5” on the bottom right 	Bounces the player backward through the board from 3 to 5 spaces; whatever space they land on will have no effect.
Gain Tokens 	Board Token with a green “+3”, “+5”, or “+7” on the bottom right 	Gives the player 3 to 7 Board Tokens.
Lose Tokens 	Yellow-tinted Board Token with a yellow “-3”, “-5”, or “-7” on the bottom right 	Takes 3 to 7 Board Tokens away from the player.
Battle 	Crossed swords with an orange glow outline 	Player is sent into a battle against another random player on the board, decided by a die displaying the other players’ icons.
Merchant 	None (Doesn’t count as a space); space is star-shaped instead of square-shaped, with a cactus green border and a certain enemy (From other modes) standing beside it	Interrupts the player’s turn once they step on it to offer them to buy an item using their Board Tokens. They are given 20 seconds to either buy one item or pass. Not every Merchant space offers the same items, as the five items that are available for purchase are randomized whenever someone reaches a Merchant. Sometimes, Final Showdown Lives can be offered as well.
Trap 	The image from Shuyō no Niji (Spectrum)’s medal with a brighter section in the middle in the shape of a question mark 	Player rolls two dice, one with the players’ icons on it and the other with its 6 sides displaying the following spaces: Move Forward, Move Backward, Battle, Ice Trap, Extra Turn and Dark Portal; whatever player is rolled will be affected if an appropriate trap is rolled. They cannot roll themselves if the other die lands on Battle; if that happens, both dice will reroll.
* If the second die lands on Move Forward, the player rolled on the first die will move forwards 6 spaces.
* If the second die lands on Move Backward, the player rolled on the first die will move backwards 6 spaces.
* If the second die lands on Battle, the player will enter a fight against the player rolled on the first die. If that player is the one who rolled the dice, both dice will reroll. 
* If the second die lands on Ice Trap, the player rolled on the first die will lose their next turn. 
* If the second die lands on Extra Turn, the player rolled on the first die gets a bonus turn with a green & white bonus die. 
* If the second die lands on Dark Portal, then the player rolled on the first die will be sent into the map’s Jail Map.
Ice Trap 	The image from Genshi Shimo (Ice)’s medal 	Freezes the player in a crystal of ice, causing them to lose their next turn. Other players cannot trigger the space until the trapped player is freed. The trapped player can still be swapped places with via a Space Rift, but doing so will not undo the effect, and the player who triggered the Space Rift will not be frozen.
Thunderstrike 	The image from Gensei Raimei (Storm)’s medal 	The sky fills up with dark storm clouds– Player rolls a die displaying the players’ icons. Whoever gets rolled will then be struck by lightning and lose either 15 to 20 Board Tokens or a Final Showdown Life; if they only have one FSL or cannot pay off the token debt, they will instead move back 5 spaces and lose their next turn. Once the turn is passed, the sky turns back to normal.
Tornado 	The image from Gensei Teikiatsu (Wind)’s medal 	Spawns a tornado around the player and lifts them into the air within it; they will then roll two dice, one displaying numbers from 3 to 8 and the other deciding whether they will be launched forward or backward that many spaces. Landing on a special space this way will not trigger any effects, and all challenges under the number rolled will be skipped.
Worm Hole 	The image from Gensei Tochi (Earth)’s medal 	The ground throughout the map begins to shake as the player rolls two dice, one displaying the players’ icons and the other displaying numbers from 3 to 8; whoever is rolled on the first die will fall into a hole in the ground and pulled through the the terrain beneath the board back the number of spaces decided by the second die, then released back to the surface. No effects will trigger if the affected player is left on a special space, and all challenges under that number will be skipped.
Extra Turn 	The image from Shuyō no Mojiretsu (Time)’s medal 	Player gets to roll again with 1 green & white bonus die, allowing them to move a second time; for downsides, this does count as another turn, and the player cannot choose to skip their turn and keep the die.
Dark Portal 	The image from Jō Hametsu (Nightmare)’s medal 	Sucks the player into a shadowy portal that appears beneath them, sending them into the map’s Jail Map.
Firestorm 	The image from Gensei Kogasu (Fire)’s medal 	Rains fireballs upon all special spaces, turning them into Fire spaces. Players who land on Fire spaces will be launched back 3 to 4 spaces. When the turn is passed onto the player who triggered the Firestorm space, the map turns back to normal. Disabled while a Flood is in effect.
Flood 	The image from Gensei Nagare (Water)’s medal 	Creates a bubble around each player’s head and swallows the map in a body of water, limiting all single die rolls to 1 - 3 spaces (Does not affect the Victory Die). When the turn is passed onto the player who triggered the Flood space, the map turns back to normal and the bubbles around the players’ heads disappear.
Tall Grasses 	The image from Gensei Sahohime (Grass)’s medal 	Covers the map path in tall grasses, concealing all spaces and players and forcing the latter to remember which tiles are which and where the other players are. Challenges are not affected and are still visible. When the turn is passed onto the player who triggered the Tall Grasses space for the second time during the effect, the map turns back to normal. Disabled while a Firestorm is in effect, and landing on a Firestorm space will end the Tall Grasses effect early.
Advantage Portal 	The image from Shuyō no Kagayaku (Light)’s medal 	A bright, yellow portal opens near the player, who jumps in to reappear 15 to 18 spaces ahead. No effects will trigger if the affected player is left on a special space, and all challenges under that number will be skipped.
Disadvantage Portal 	The image from Shuyō no Yūutsu (Darkness)’s medal 	A shadowy, green portal opens near the player, from which a tentacle of shadows pulls them in, then brings them 15 to 18 spaces back. No effects will trigger if the affected player is left on a special space, and all challenges under that number will be skipped.
Space Rift 	The image from Jō Ginga (Space)’s medal 	Player rolls a die with the other players’ icons on it; the player it lands on then swaps places with the player who landed on the space via a brief tear in space that sucks them in and spits them out at each other’s places. Spaces the two players were on at the time will not trigger any effects. Players on the same space as the one who triggered the rift or those in the Jail Map will not appear on the die.
Bonus Life 	The image from Genshi Taigen (Spirit)’s medal with a grey “+1 Life”, “+2 Lives” or “+3 Lives” on the bottom right 	A white & grey orb of spiritual energy descends upon the player as they absorb it, gaining 1 to 3 Final Showdown Lives.
Crystal Shield 	The image from Genshi Hahen (Crystal)’s medal 	Four purple crystals appear and begin circling the player for an indefinite amount of turns. They will only disappear if: 
* The player lands on a Move Backward, Lose Tokens, Ice Trap, Dark Portal, Disadvantage Portal, Plasma Bomb or Fire space. 
* The player is rolled for someone's Trap (That doesn’t roll Move Forward or Extra Turn), Thunderstrike, Worm Hole, Charity Trap (That doesn’t roll Gain Tokens, Steal Tokens or Swap Tokens) or Black Hole. 
* The player rolls against their own favor on a Trap, Tornado, Chamber of Fate or Charity Trap space. 
* Someone with a Plasma Bomb lands near or walks past the player. 
* The player loses a battle. 
* The player fails a challenge.
* An opponent attempts to use an item on the player.
The player is then protected from any negative effects (Moving backwards, Jail Map, etc.) that they may have suffered otherwise. The crystals will also leave when the Final Showdown starts.
Chamber of Fate 	The image from Genshi Botai (Nature)’s medal, fading to that from Genshi Kazan (Lava)’s medal by the middle at a diagonal angle 	A large magic circle appears beneath the player as they roll a dice, with 3 sides displaying a tree and the other 3 displaying lava. If they roll a tree, they will be surrounded by a green glow and given 2 Final Showdown Lives, but if they roll lava, they will be briefly standing on magma, taking 1 Final Showdown Life away; if they have only one Final Showdown Life, they will instead sink into lava and be sent into the Jail Map.
Charity Trap 	The image from Jō Hokkyokusei (Aurora)’s medal with a brighter part in the middle in the shape of a question mark 	Darkens the sky in the map and fills it with aurora– Player rolls two dice, one with the players’ icons on it and the other with its 6 sides displaying the following spaces: Gain Tokens, Lose Tokens, Steal Tokens, Give Tokens, Swap Tokens, and Give Life; whatever player is rolled will be affected by the space rolled. The player cannot roll themselves if the other die lands on Steal Tokens, Give Tokens, or Swap Tokens; if that happens, both dice will reroll.
* If the second die lands on Gain Tokens, the player will roll a third die with the numbers 3, 5, 10, 15, 20, and 30; the player rolled on the first die will be given the amount of tokens decided by the third die.
* If the second die lands on Lose Tokens, the player will roll the same third die rolled for Gain Tokens; the player rolled on the first die will lose the amount of tokens decided by the third die.
* If the second die lands on Steal Tokens, the player will roll the same third die rolled for Gain Tokens; the player will steal the amount of tokens decided by the third die from whoever is rolled on the first die.
* If the second die lands on Give Tokens, the player will roll the same third die rolled for Gain Tokens; the player will give the amount of tokens decided by the third die to whoever is rolled on the first die.
* If the second die lands on Swap Tokens, the player and whoever was rolled on the first die will trade their current token counts with each other.
* If the second die lands on Give Life, the player will roll a third die with the numbers 1, 2, 3, 4, 5, and 6; the player rolled on the first die will be given the amount of Final Showdown Lives decided by the third die.
When the player’s turn passes, the sky turns back to normal.
Plasma Bomb 	The image from Genshi Kanetsu (Plasma)’s medal 	An orb of plasma appears above the player, displaying a number from 3 to 5; landing on or running past a space that another player is on, or having another player run past or land near them, will pass the orb onto them. Every time the player with the orb ends their turn or passes it onto someone else, the number will decrease by 1. Once it reaches 0, the orb will explode on top of whoever has it, taking away 3 to 5 Final Showdown Lives, but if they have exactly this number of lives or lower, they will instead become inflicted with plasma for 2 to 4 turns, making them unable to trigger effects from Move Forward, Gain Tokens, Space Rift, Worm Hole, Extra Turn, Advantage Portal, Bonus Life, Crystal Shield or Secret Shortcut spaces; in addition, any Trap, Thunderstrike, Tornado, Chamber of Fate and Charity Trap rolls will work against their favor, other players’ negative Trap, Thunderstrike, Worm Hole and negative Charity Trap rolls will always land on them, and they cannot buy items or gain Board Tokens or Final Showdown Lives, even after winning a battle. Landing on a Crystal Shield space destroys the bomb harmlessly, and having the shield itself can also prevent it from being passed onto you. Plasma Bombs are considered so brutal that only 1 or 2 are present per map.
Black Hole 	The image from Jō Kūhaku (Void)’s medal 	Player rolls two dice, one displaying the other players’ icons, and the other deciding whether they will steal 10-30 Board Tokens or a Final Showdown Life, then summons a black hole near the player they rolled which steals the tokens or FSL and gives it to the roller. If the player who is rolled only has one Final Showdown Life or cannot pay off the token debt, they will be sucked into the black hole instead, landing them in the Jail Map.
Challenge 	None (Doesn’t count as a space); space is circle-shaped rather than square shaped, with a light red border and a white circle in the center 	Appears before every challenge, interrupting the player’s turn to give them the challenge. If they pass, their turn continues with how many spaces they have left for that turn, but if they fail, bad things happen and their turn ends. Challenge spaces do not count as spaces, meaning they remain unaffected by other space’s effects. More info on challenges can be viewed further down.
Secret Shortcut 	The image from Shuyō no Genshō (Gravity)’s medal; space constantly sparks with intense purple electricity and even gives a glow 	Replaces 1 or 2 of the empty spaces on the board after one player reaches the Final Showdown Entry space; player is lifted into the air via a skybeam of chaotic purple energy and entered in the Final Showdown, removing them from the map.
Final Showdown Entry 	None (Not technically a space); space is a bright circle of light 	Found at the end of every map; enters the player into the final showdown and removes them from the map.
Quick Return 	The image from Shuyō no Fumetsu (Phoenix)’s medal; space gives a constant, bright and yellow glow, making it very obvious 	Only seen in Jail Maps; a large phoenix appears, picks the player up and carries them back to the main map, dropping them where they were when they were sent to the Jail Map.
Back-to-Start 	The image from Jō Unmei (Reaper)’s medal; space is inverted 	Seen in the Jail Maps of medium and hard maps only; a shadowy reaper appears in front of the player and opens a dark portal that sucks them into it, dropping them back to the beginning of the Jail Map. Always found right before and/or right after the Exit space.
Exit 	None (Not technically a space); space is a bright portal of light yellow light 	Only seen at the end of every Jail Map; returns the player to the main map right where they were when they were sent to the Jail Map.
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==Items & Board Tokens==
Marathon Mode features several exclusive items that can only be used here, and can be purchased in the shop with Board Tokens. These are then lost after the match ends. To buy items, one must gather Board Tokens from certain spaces, and by winning battles, among other means.
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Name 	Cost 	Effect
Energizer Crystal 	5 Board Tokens 	Use before rolling; randomly adds 1 to 7 to the user’s die result after all their dice are rolled.
Peace Sign 	6 Board Tokens 	Does not need to be used; protects the user from being challenged to a battle. Only works once.
Spirit Shield 	8 Board Tokens 	Does not need to be used; protects the user from losing a Final Showdown Life. Only works once.
Jail Key 	10 Board Tokens	Does not need to be used; protects the user from being sent to the Jail Map. Only works once.
Orb of Multiplication 	9 Board Tokens 	Use before rolling; allows the user to double the result of one of the dice they rolled that turn before they are summed up.
Thieving Glove 	12 Board Tokens	Use at any time; allows the user to steal from 3 to 20 Board Tokens from another player. Can be canceled out by the Crystal Shield.
Haunted Cleaver 	13 Board Tokens	Use during another player’s turn; allows the user to cut another player’s total roll number by half. Can be canceled out by the Crystal Shield.
Misfortune Finder 	16 Board Tokens	Use at any time; allows the user to make a player in the Jail Map eligible to appear on all “Player” dice (Such as the one used by Battle, Trap and Space Rift spaces), which they would normally not appear on. Can only be used on players who are in the Jail Map.
Treasure Hog 	15 Board Tokens	Use at any time; hides a treasure hog underneath a random space ahead of the player in first place. If someone lands on that space, they will reveal the hog and gain from 35 to 75 Board Tokens. Where the hog is hiding is not given to the players until the Final Showdown is about to begin and nobody’s found it, and the user cannot choose where it hides. After being uncovered, the hog leaves the map.
Root of Prey 	14 Board Tokens	Use at any time; hides a root trap underneath a random space ahead of the player in first place. If someone lands on that space, the roots spring out and ensnare that player, making them lose their next two turns and making them unable to use any items until they are free. Sending the affected player to the Jail Map via a Trap or Black Hole space will not undo the effect. Where the root trap hides is not given to the players until the Final Showdown is about to begin and nobody’s found it, and the user cannot choose where it hides. After being uncovered, the root trap disappears and cannot be triggered again.
Grav-Field 	10 Board Tokens	Use at any time; surrounds the user in large stones that begin to whirl around them after their turn ends, disappearing once they get their turn again. Anybody who comes within a space of the user (Whether they would pass them or land on the same space as them) will be blown back 5 spaces; their turn does not end there, and any space they land on will have no effect, but they will continue with what spaces they have left to move. Can only be used in the Jail Map if there is another player there with the user, and will be canceled out without being used if the user landed on a Dark Portal space.
Portable Crystal Shield	17 Board Tokens	Use at any time; triggers the same effects as landing on a Crystal Shield space, except the protection has a 2-turn limit. Cannot be used while the user already has a Crystal Shield.
Final Showdown Life 	30 Board Tokens	Does not need to be used; instantly gives the user 1 extra Final Showdown Life. Does not technically count as an item.
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==Battles & Positioning==
On certain occasions, battles between two players may start. When entering battle, players will use their equipped spells, equipment and skills from the main game modes.
===Battle Space===
A battle between two players begins when someone lands on a Battle space, or rolls one after landing on a Trap space, which sends them into the map’s associated battle arena to face off against whatever other player they roll at the space. Whoever wins the battle (Either by killing the opponent’s character or just having a higher health percentage than them when the timer runs out) gets a Final Showdown Life, 20 Board Tokens, a bonus turn, and a special bonus die with golden edges called a Victory Die (They can still choose to keep both dice); on the contrary, the loser will lose one Final Showdown Life or, if they only have 1, move back 7 spaces. If it is a tie (When both players have the same percentage of health remaining when the timer runs out), nothing happens back at the board after the fight ends. The other two players will spectate the battle, and can cheer on whichever player they choose.
===The Final Showdown===
Once one player lands on the Final Showdown Entry space, the remaining players will be left with only 5 to 10 (Depending on the map) more turns each to reach said Final Showdown Entry space; otherwise, they will be removed from the board and placed in the lowest available position depending on their final position on the board. Players who do make it into the Final Showdown will face off with each other until one player remains; that player is declared the overall winner of the marathon and receives the highest end rewards to bring back to the main game.
=== Final Showdown Lives===
By landing on Bonus Life spaces, winning certain optional challenges, winning battles or stealing them via Black Hole spaces, players can collect Final Showdown Lives, which they can use to respawn on death during the Final Showdown. Players’ Final Showdown Lives can only be reduced to 0 during the Final Showdown, as the minimum one can have on the board is 1 (All players start with 1 when the game starts).
==Maps==
===Main Map===
In each map, players are normally on a set path through a location in the Roblox world, littered with special spaces and a few challenges. Depending on what their special space layouts are, how punishing their challenges are and how deadly their battle arenas are, maps are divided into four difficulty groups: Easy, Medium, Hard and Dangerous.
===Battle Arena===
Most maps share battle arenas with Multiplayer mode Tournaments, while others have arenas that are unavailable in Multiplayer mode.
===Jail Map===
Each map has a unique “Jail” Map that acts not just as an expansion of the game board, but also a penalty space, a hazard to all players. Players are sent to the Jail Map when one of the following happens: 
*They land on a Dark Portal space
*They and a Dark Portal get rolled on a Trap space
*They fail certain challenges
*They roll lava on a Chamber of Fate space with 1 Final Showdown Life remaining
*They have one Final Showdown Life or cannot pay off the Board Token debt when someone rolls them after landing on a Black Hole space
A player’s turn ends if they are sent into the Jail Map during so. Starting with their next turn, they must cover the 9 to 15 space route to land on the Exit space and return to the main map, which will place them exactly where they were when they were first sent in (If they were sent there via challenge failure, they will reappear on the space after the challenge they failed). They can also get out by landing on the Quick Return space. 
Jail Maps may also feature Move Forward and even Move Backward spaces, with the ones in harder maps featuring exclusive Back-to-Start spaces near the end, making it harder to escape them. Although players in the Jail Map won’t be able to continue moving along the board until they escape, they will also not appear on the die(s) for Battle, Trap, Space Rift, Thunderstrike, Worm Hole, Charity Trap or Black Hole spaces, meaning that, in a way, one can use the Jail Map as a defense against being affected by these spaces, and even evading more worrisome spaces’ effects such as Firestorm or Plasma Bomb. When the turn passes onto a player in the Jail Map, the camera gains a black vignette, and eerie music plays.
==Map List==
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===Shard Mountain===
*Location: Shattered Lands
*Length: Short
*Difficulty: Easy
*Challenges: 2
*Battle Arena: Tournament Battlegrounds
*Jail Map: The Cavern
*Unlocking Criteria: Initially unlocked
*Rewards: 
**1st: 150 S, 20 D, 1 Shard Mountain Treasure Chest
**2nd: 100 S, 15 D, 3 Common Equipment Boxes
**3rd: 75 S, 10 D, 1 Common Equipment Box
**4th: 50 S
===Path Through The Woods===
*Location: Forbidden Woods
*Length: Short
*Difficulty: Easy
*Challenges: 2
*Battle Arena: Forbidden Woods Treetops
*Jail Map: The Pit
*Unlocking Criteria: Initially unlocked
*Rewards: 
**1st: 165 S, 25 D, 1 Path Through The Woods Treasure Chest
**2nd: 110 S, 18 D, 3 Common Equipment Boxes
**3rd: 85 S, 12 D, 1 Common Equipment Box
**4th: 50 S
===Mount Hellfire===
*Location: Burning Wastelands
*Length: Semi-short
*Difficulty: Easy
*Challenges: 3
*Battle Arena: Volcanic Pits
*Jail Map: The Center
*Unlocking Criteria: Initially unlocked
*Rewards: 
**1st: 185 S, 35 D, 1 Mount Hellfire Treasure Chest
**2nd: 120 S, 23 D, 2 Common Equipment Boxes, 1 Uncommon Equipment Box
**3rd: 95 S, 15 D, 2 Common Equipment Box
**4th: 50 S
===Thunder Lake===
*Location: Storm-Swallowed Plains
*Length: Semi-short
*Difficulty: Easy
*Challenges: 3
*Battle Arena: Maze of Thunder
*Jail Map: The Bottom
*Unlocking Criteria: Initially unlocked
*Rewards: 
**1st: 185 S, 35 D, 1 Thunder Lake Treasure Chest
**2nd: 120 S, 23 D, 2 Common Equipment Boxes, 1 Uncommon Equipment Box
**3rd: 95 S, 15 D, 2 Common Equipment Box
**4th: 50 S
===Black Mountain===
*Location: Limbo
*Length: Semi-short
*Difficulty: Medium
*Challenges: 4
*Battle Arena: Desolate Battlegrounds
*Jail Map: The Beast's Cave
*Unlocking Criteria: Initially unlocked
*Rewards: 
**1st: 205 S, 45 D, 1 Black Mountain Treasure Chest
**2nd: 145 S, 31 D, 1 Common Equipment Box, 2 Uncommon Equipment Boxes
**3rd: 110 S, 20 D, 3 Common Equipment Box
**4th: 50 S
===Hope Trail===
*Location: Never-Drought
*Length: Medium
*Difficulty: Medium
*Challenges: 4
*Battle Arena: Turquoise Challenge Chamber
*Jail Map: The Iceberg
*Unlocking Criteria: Complete Book 2 on any difficulty
*Rewards: 
**1st: 220 S, 57 D, 1 Hope Trail Treasure Chest
**2nd: 165 S, 42 D, 3 Uncommon Equipment Boxes
**3rd: 120 S, 30 D, 1 Common Equipment Box, 2 Uncommon Equipment Boxes
**4th: 50 S
===Walkway Through The Clouds===
*Location: Peaks of Athena
*Length: Medium
*Difficulty: Medium
*Challenges: 4
*Battle Arena: Gust Pillar
*Jail Map: The Thunderhead
*Unlocking Criteria: Complete Book 2 on any difficulty
*Rewards: 
**1st: 220 S, 57 D, 1 Walkway Through The Clouds Treasure Chest
**2nd: 165 S, 42 D, 3 Uncommon Equipment Boxes
**3rd: 120 S, 30 D, 1 Common Equipment Box, 2 Uncommon Equipment Boxes
**4th: 50 S
===Great Gold Mines===
*Location: Great Stone Hold
*Length: Medium
*Difficulty: Medium
*Challenges: 4
*Battle Arena: Ancient Drill Site
*Jail Map: The Hole
*Unlocking Criteria: Complete Book 2 on any difficulty
*Rewards: 
**1st: 220 S, 57 D, 1 Great Gold Mines Treasure Chest
**2nd: 165 S, 42 D, 3 Uncommon Equipment Boxes
**3rd: 120 S, 30 D, 1 Common Equipment Box, 2 Uncommon Equipment Boxes
**4th: 50 S
===Slippery Steps===
*Location: Polarlight Peaks
*Length: Semi-long
*Difficulty: Medium
*Challenges: 5
*Battle Arena: Time Prism
*Jail Map: The Ice Cavern
*Unlocking Criteria: Complete Book 3 on any difficulty
*Rewards: 
**1st: 250 S, 80 D, 1 M, 1 Slippery Steps Treasure Chest
**2nd: 190 S, 65 D, 2 Uncommon Equipment Boxes, 1 Rare Equipment Box
**3rd: 150 S, 45 D, 3 Uncommon Equipment Boxes
**4th: 50 S
===Forever Tree===
*Location: Emerald Heart
*Length: Semi-long
*Difficulty: Medium
*Challenges: 5
*Battle Arena: Hollow Heart
*Jail Map: The Hollow
*Unlocking Criteria: Complete Book 3 on any difficulty
*Rewards: 
**1st: 250 S, 80 D, 1 M, 1 Forever Tree Treasure Chest
**2nd: 190 S, 65 D, 2 Uncommon Equipment Boxes, 1 Rare Equipment Box
**3rd: 150 S, 45 D, 3 Uncommon Equipment Boxes
**4th: 50 S
===Headquarters===
*Location: C.R.O.W.N. M
*Length: Semi-long
*Difficulty: Hard
*Challenges: 5
*Battle Arena: Upper Deck
*Jail Map: The Hold
*Unlocking Criteria: Complete Book 3 on any difficulty
*Rewards: 
**1st: 285 S, 99 D, 1 M, 1 Headquarters Treasure Chest
**2nd: 230 S, 77 D, 1 Uncommon Equipment Box, 2 Rare Equipment Boxes
**3rd: 175 S, 60 D, 2 Uncommon Equipment Boxes, 1 Rare Equipment Box
**4th: 50 S
===Tomb of Rebirth===
*Location: Luminescent Desert
*Length: Semi-long
*Difficulty: Hard
*Challenges: 5
*Battle Arena: Golden Ruins
*Jail Map: The Mausoleum
*Unlocking Criteria: Complete Book 4 on any difficulty
*Rewards: 
**1st: 330 S, 116 D, 1 M, 1 Tomb of Rebirth Treasure Chest
**2nd: 275 S, 90 D, 3 Rare Equipment Boxes
**3rd: 210 S, 75 D, 1 Uncommon Equipment Box, 2 Rare Equipment Boxes
**4th: 50 S
===Crypt of Death===
*Location: Dreary Overgrowth
*Length: Semi-long
*Difficulty: Hard
*Challenges: 5
*Battle Arena: Silver Temple
*Jail Map: The Grave
*Unlocking Criteria: Complete Book 4 on any difficulty
*Rewards: 
**1st: 330 S, 116 D, 1 M, 1 Crypt of Death Treasure Chest
**2nd: 275 S, 90 D, 3 Rare Equipment Boxes
**3rd: 210 S, 75 D, 1 Uncommon Equipment Box, 2 Rare Equipment Boxes
**4th: 50 S
===Eternity Tower===
*Location: Time Zone
*Length: Semi-long
*Difficulty: Hard
*Challenges: 5
*Battle Arena: 7 Clocks
*Jail Map: The Face
*Unlocking Criteria: Complete Book 4 on any difficulty
*Rewards: 
**1st: 330 S, 116 D, 1 M, 1 Eternity Tower Treasure Chest
**2nd: 275 S, 90 D, 3 Rare Equipment Boxes
**3rd: 210 S, 75 D, 1 Uncommon Equipment Box, 2 Rare Equipment Boxes
**4th: 50 S
===Wall of Hell===
*Location: Dark Council
*Length: Long
*Difficulty: Hard
*Challenges: 6
*Battle Arena: Maw Of The Dreadnaught
*Jail Map: The Dungeon
*Unlocking Criteria: Complete Book 4 on any difficulty
*Rewards: 
**1st: 390 S, 137 D, 1 M, 1 Wall of Hell Treasure Chest
**2nd: 315 S, 110 D, 2 Rare Equipment Boxes, 1 Super Rare Equipment Box
**3rd: 270 S, 85 D, 3 Rare Equipment Boxes
**4th: 50 S
===Rancid River===
*Location: Basilisk's Bog
*Length: Long
*Difficulty: Hard
*Challenges: 6
*Battle Arena: Mired Sewer Site
*Jail Map: The Shipwreck
*Unlocking Criteria: Complete Book 5 on any difficulty
*Rewards: 
**1st: 390 S, 137 D, 1 M, 1 Rancid River Treasure Chest
**2nd: 315 S, 110 D, 2 Rare Equipment Boxes, 1 Super Rare Equipment Box
**3rd: 270 S, 85 D, 3 Rare Equipment Boxes
**4th: 50 S
===Floating Stones===
*Location: Chaos Zone
*Length: Long
*Difficulty: Dangerous
*Challenges: 6
*Battle Arena: Ring of Dead Time
*Jail Map: The Ruins
*Unlocking Criteria: Complete Book 5 on any difficulty
*Rewards: 
**1st: 450 S, 150 D, 1 M, 1 Floating Stones Treasure Chest
**2nd: 375 S, 125 D, 1 Rare Equipment Box, 2 Super Rare Equipment Boxes
**3rd: 290 S, 100 D, 2 Rare Equipment Boxes, 1 Super Rare Equipment Box
**4th: 50 S
===Lost Path===
*Location: The Sanctuary
*Length: Long
*Difficulty: Dangerous
*Challenges: 7
*Battle Arena: Slime Falls
*Jail Map: The Grandmother
*Unlocking Criteria: Complete Book 6 on any difficulty
*Rewards: 
**1st: 485 S, 180 D, 2 M, 1 Lost Path Treasure Chest
**2nd: 425 S, 140 D, 1 M, 3 Super Rare Equipment Boxes
**3rd: 345 S, 115 D, 1 Rare Equipment Box, 2 Super Rare Equipment Boxes
**4th: 50 S
===Central Battery===
*Location: Central Virtual Zone
*Length: Long
*Difficulty: Dangerous
*Challenges: 7
*Battle Arena: Construct Testing Labs
*Jail Map: The Baseplate
*Unlocking Criteria: Complete Book 6 on any difficulty
*Rewards: 
**1st: 485 S, 180 D, 2 M, 1 Central Battery Treasure Chest
**2nd: 425 S, 140 D, 1 M, 3 Super Rare Equipment Boxes
**3rd: 345 S, 115 D, 1 Rare Equipment Box, 2 Super Rare Equipment Boxes
**4th: 50 S
===Final Stairway===
*Location: Ultrahaven
*Length: Very Long
*Difficulty: Dangerous
*Challenges: 8
*Battle Arena: Falling Sky Fragment
*Jail Map: The Asteroid
*Unlocking Criteria: Complete Book 7 on any difficulty
*Rewards: 
**1st: 550 S, 225 D, 2 M, 1 Final Stairway Treasure Chest
**2nd: 460 S, 165 D, 1 M, 2 Super Rare Equipment Boxes, 1 Ultra Equipment Box
**3rd: 400 S, 130 D, 3 Super Rare Equipment Boxes
**4th: 50 S
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==Challenges==
Below is a list of all challenges found within all game boards.
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Name 	Map 	Info
Dragon Wall 	Shard Mountain 	Consists of a stone wall that blocks the path, with a dragon statue wedged in the middle. Players that reach this must roll at least a 2 to break the wall, clearing the path for them and other players to move on. 
If they roll a 1, the dragon statue will hit them with a fireball from its mouth and end their turn, preventing them from moving further until they or someone else can break the wall. 
If a player breaks the wall and still has moves from their roll left, their turn continues for those moves.
Rope Swing 	Shard Mountain 	Consists of a pit of mud with two ropes hung from a stone ledge from the side of a nearby section of a higher section of the path. When reached, players must choose which rope to try and swing across with. 
If they choose the wrong one, the rope will break and they will fall into the mud pit, forcing them to trudge to the other side at the cost of the rest of their roll, which is reduced to zero, thus ending their turn at the other side of the pit. 
If a player chooses correctly, they will swing on the rope and land on the other side of the mud pit; from there, they can continue with what moves they still have left from their roll that turn. 
Which rope is safe to use is not set at the beginning of the game; it is randomized when someone reaches the challenge.
Floating River Jumps 	Path Through The Woods	Same as the Rope Swing from the Shard Mountain, only instead consisting of two floating paths across the Blossom River, one formed of crates and the other formed of barrels. 
If they choose the wrong one and one of the crates/barrels breaks on their way across, they’ll fall into the river and get swept away, only to appear soaked and exhausted on the other side of the river. The number of moves they have left from their current roll will then be reduced to 0, thus ending their turn there. 
If a player chooses correctly and none of the crates/barrels break on their way across, they may safely reach the other side of the river; from there, they can continue with what moves they still have left from their roll that turn.
Which path is safe to take is not set at the beginning of the game; it is randomized when someone reaches the challenge.
Sleeping Ram 	Path Through The Woods	Consists of a sleeping stonehorn ram near a small area covered with leaves and sticks, illuminated by skylights from the canopy. Players that reach this must roll at least a 3 to sneak past the ram without waking it up. 
If they roll a 1 or 2 and accidentally step on a crunchy leaf or stick, the sound will awaken the stonehorn ram, angering it with the player’s presence that it charges and rams them off the map, sending them into the Jail Map. Afterward, the ram goes back to its resting place and returns to its slumber.
If the player successfully sneaks past the ram without making noise and still has moves from their roll left, their turn continues for those moves.
Fireball Ballista 	Mount Hellfire 	Consists of a ballista armed with a flaming projectile on top of the entrance to Mount Hellfire itself. Players that reach this must roll at least a 2 to avoid triggering the ballista to fire and get inside the volcano. 
If they roll a 1, the ballista will fire an explosive fireball at them, sending them 4 spaces back and ending their turn. 
If the player manages to get past the ballista, they will pull a switch that turns it off, allowing other players to get past it without having to take the challenge; if they still have moves from their roll left, their turn continues for those moves.
Wall Trap 	Mount Hellfire 	Consists of a narrow ledge across the inner wall of the volcano that players sill side-step across, with their turn being interrupted once they’re halfway across, at which their back will be up against a trapped section of the wall. Players that reach this must roll at least a 3 to move on successfully. 
If they roll a 1 or 2, the map begins to shake for a moment as the player is pushed off the ledge by a block that emerges from the wall behind them and into the Jail Map. Afterward, the block returns to its readied position inside the wall. 
If the player manages to not set the trap off, they will continue moving along the ledge and reach the other side of the gap; if they still have moves from their roll left, their turn continues for those moves.
Hellfire Roulette 	Mount Hellfire 	Optional Challenge; consists of a roulette wheel on the wall. This interrupts a player’s turn when they reach it and asks them if they want to spin the roulette. The wheel contains 4 spaces, listed below: 
*+4 Board Tokens
*+7 Board Tokens
*+1 Final Showdown Life
*Move Backward 10 spaces
If the player chooses not to take the risk, or spins anything except the Move Backward space, their turn will continue with the moves they still have left from their current roll. After a player spins the wheel once, they cannot spin it again if they somehow come back to it, as the challenge will not be offered again when they step on its challenge space.
Strength Comparison 	Storm-Swallowed Plains	2 Player Challenge: consists of a stone wall with two targets in the middle of either side of it. As long as more than 1 player has yet to reach it, players who reach this will be interrupted and their turn will be put on hold until another player arrives at the challenge. Once two players are at the wall, they will each roll a die, then both punch the target on their side at the same time. 
If no other player reaches the wall before the first player to arrive at it gets their turn again, an electric blast from the target in front of them sends them back 6 spaces and ends their turn instantly. 
Whoever rolls higher than the other breaks the wall and if they still have moves from their current roll left, their turn continues for those rolls. Meanwhile, the player who rolled lower ends their turn. 
If both players tie, both dice will reroll.
Enraging The Storm 	Storm-Swallowed Plains	Team Challenge, meaning all players must contribute; When one player reaches its Challenge space, their turn is interrupted as a boom of thunder is heard before they are allowed to continue their turn; the other players are then given their next turns to either land on or pass the Challenge space. 
If not all players reach or pass the Challenge space on their next turn, all players will be struck by lightning, causing the same effects as if someone landed on a Thunderstrike space. 
If all players manage to pass or at least land on the Challenge space, nothing happens once the player who triggered the challenge gets their turn again.
Slippery Ship 	Storm-Swallowed Plains	Consists on an uninhabited plains raider ship pointing across a gap in the path, with two paths available, both straying near the sides of the ship. Players that reach this must carefully choose which path to take in hopes that they make it across safely, as one path will cause the ship to tilt, and the floor is rather slippery.
If they choose the wrong path, the ship tilts from their weight and they slip, falling off the edge and into the lake, which sends them to the Jail Map. 
If a player chooses correctly and the ship doesn’t tilt from their weight, they can safely make it across and, if they still have moves left from their current roll, can continue their turn for those moves.
Triple Rope Swing 	Black Mountain 	Consists of a pit of dark mud with three ropes hung from a stone ledge from the side of a nearby section of a higher section of the path. When reached, players must choose which rope to try and swing across with. 
If they choose the wrong one, the rope will break and they will fall into the mud pit, forcing them to trudge to the other side at the cost of the rest of their roll, which is reduced to zero, thus ending their turn at the other side of the pit. 
If a player chooses correctly, they will swing on the rope and land on the other side of the mud pit; from there, they can continue with what moves they still have left from their roll that turn. 
Which rope is safe to use is not set at the beginning of the game; it is randomized when someone reaches the challenge.
Zombie Ambush 	Black Mountain 	Appears in the center of a circle of bare ground. When a player reaches this, four zombies will appear and surround them. That player is then taken to the Desolate Battlegrounds, where they must kill 7 zombies and 3 zombie soldiers that spawn all around them within 1 minute. They must do so with their health limited to 100, and all healing and regeneration disabled. The other players will spectate.
If they die or cannot defeat all the enemies within the time limit, then when returning to the board, a tank zombie will appear before the player and punch them, sending them back 5 spaces and ending their turn. All zombies will then proceed to disappear back underground, waiting for another player to arrive.
If the player manages to defeat all enemies, then when returning to the board, they will blow the zombies away with a burst of energy, then if they still have moves left from their current roll, they can continue their turn for those moves.
Swinging Weapons 	Black Mountain 	Skill-Based Challenge; consists of a rope tied from one ledge to another leading onto the rest of the path. To the left of the rope is a large, dark cave. When a player reaches this, they must carefully walk across the rope until they get across. Occasionally when moving forward, they will hear a sound cue as a large, swinging spiked ball comes from the cave right in front of them in an attempt to knock them off, requiring them to stop the moment they hear it, as they cannot move backwards, only forwards. Even if they continue moving forwards, they cannot move fast enough to evade the ball this way.
If the player gets hit by a swinging ball and gets knocked off, they will be sent to the Jail Map.
If they successfully make it across, they can continue their turn for the amount of moves they have left from their current roll.
Misty Cavern 	Black Mountain 	Consists of a cavern running through the mountain, filled with dark blue mist that cannot be seen through. Leading into this mist are three paths. When a player reaches this, they must choose a path to traverse through. The end of one of those paths is guarded by a tank zombie. 
If they choose the path with the tank zombie, they must roll at least a 5 to get past it. If they roll a 4 or lower, they will be chased back to the challenge space, where their turn ends. 
If they roll a 5 or 6, the tank zombie will stumble and fall over, and the player climbs over him. If they still have moves left from their current roll, they can then continue their turn for those moves.
If they do not choose the path with the tank zombie, they will not encounter him and will continue their turn for any moves they still have left from their current roll.
Which path is dangerous to take is not set at the beginning of the game; it is randomized when someone reaches the challenge. Whenever someone encounters the tank zombie, the minimum roll required to get past him will go down by one until it reaches an absolute minimum of 3.
The Rest have yet to be decided...	 	
</tabber>
==Link to Original Doc.==
https://docs.google.com/document/d/1F6F6aO4dXl6m4xX3osM9lR3BpIiuRw1YHB32IJ2kzh
https://docs.google.com/document/d/1F6F6aO4dXl6m4xX3osM9lR3BpIiuRw1YHB32IJ2kzhc/edit#heading=h.tx7hxnhyxz7u
Category:Story Arc
Category:ConnorLegendscribe
Category:Mode
Category:Minigame