
Here are the basic rules for Battlerealm Bingo.
1. You can place any champion from your roster into free space.
2. You pick exactly one champion from your roster to be on your attack team. It cannot be the champion you placed on free space.
3. You pick any square to attack. You must defeat that champion with your one attacker to continue.
4. When you defeat that champion, it replaces your attack champion in your attack team at full health.
5. You continue picking new targets to attack until you clear them all or quit. You may attack in any order, but each square can only be visited once.
6. Every bingo scores rewards (meaning: if you clear all the squares in any row, column, or diagonal). Blackout scores bonus rewards.
The game generates the card and adds appropriate nodes for difficulty purposes, the above is just a sample. But just to make sure everyone understands the rules, here's how a game might go. I place Hercules into free space. That finalizes my card. I now have to pick my attacker, my team only allows for one champ. I cannot pick Hercules, so I pick Cosmic Ghost Rider. Even though CGR is on the card, I can still use him from my roster. I then pick Darkhawk as my target. I defeat Darkhawk, but I'm down to 25% health. Darkhawk now replaces CGR as my attacker, and he replaces CGR at full health. I now pick Quake as my next target. I defeat Quake, and now my attacker is Quake. I use Quake to defeat Sinister, then Sinister to defeat Kingpin, Kingpin to defeat Rhino, and Rhino to defeat MODOK. At that point Darkhawk, Sinister, Quake, MODOK, and Rhino are all defeated, and I get the rewards for the I column bingo. I keep going until I blackout the card or decide I've had enough. Notice Kingpin is not in that column: I do not have to do the fights one column at a time or one row at a time, nor do I have to pick champions that are adjacent to prior picks. I can pick from anywhere on the card, based on what order I want to do them in.
Variations
* Iron Man: defeated champions replace attackers at attacker remaining health, not full health.
* Linked: champions gain buffs from all live neighbors
* Solo Competitive: two players draw the same card, first to score any bingo wins.
* Alliance Competitive: two alliances draw the same card, fastest fight time to achieve blackout wins, every player in the alliance (of those that wish to participate) must do one fight first before any player can take a second fight.
What's the point? Battlerealm Bingo adds a unique strategic element to game play. The player gets to choose the order in which they defeat champions, and the order affects the difficulty by having each defeated champion become the next attacker. So thinking about which champions would be the best counter to other champions can have a significant impact on the player experience, and since each champion must be used once as an attacker and once as a defender (except for the last one) there are a lot of opportunities for theorycrafting. Having different intermediate reward paths (bingos) adds additional opportunities for interesting design: bingos could award not only resource rewards but also consumables useful to the content itself, like picking up a revive on a normal map.
I also think Battlerealm bingo is an interesting design concept, because it can be used in three different ways:
One: it can be used as an alternate form of Boss Rush content. Instead of going through it linearly, players can pick and choose their path. When used this way, I would probably allow for more than one attacker on the team (maybe three), so players can use more of their roster while still preserving much of the strategic planning element of the mode.
Two: it can be used competitively: two players can race to achieve bingo. Two alliances could race to achieve blackout (by fight time, not game time).
Three: it can be used as a platform to award Legends titles. Unlike the original legends runs which were timed through static content, legends runners would be choosing their own path through the cards so their skill in choosing order would influence their time. But conversely, this is less dependent on roster: you get *some* advantage in choosing free space, but the rest of the map timing is determined by skill: fighting skill, and path planning skill.
If someone else has suggested something similar in the past, I'm unaware of it or have forgotten about it. If so, my apologies.
Comments, questions, criticisms?