The Genius: Rules of the Game

For the main match, should a helper be a winner, the token of immunity would transfer to the Guest's player.

The contestant who scores the most points with their cards wins the Main Match, gains 1 garnet, and is given two Tokens of Life.

The game lasts a total of 90 minutes; contestants must use all nine of their cards during this time or else their score is automatically reduced to zero.

Contestants have five minutes to declare candidacy in an election held at the end of the game.

Those who declare themselves as candidates are given 20 chips to use as campaign favors for those who are not running and thus make up the voting pool.

At any point, a candidate may decide to drop out of the race, forfeiting their ability to win but also protecting them from losing.

In the event of a tie for last place, the winner decides the Death Match candidate.

Each player is also given an antidote at the start of the game; if taken within 10 minutes of being touched by a zombie, the human is cured.

If all surviving humans have the same number of points, they are declared joint winners and select a Death Match candidate among the zombies.

The nine remaining contestants must earn as many chips as possible by predicting the predetermined outcome of a race between 8 horses.

After the round, players may place bets on any horse that has not gotten within three spaces of the finish line.

The first and second horses to finish pay out for those who bet on them, and any chips that were not wagered are lost.

One contestant is randomly chosen at the beginning to be the burglar; the other players start the game with 10 gold.

The town that has the burglar loses, and the villager with the least amount of gold left is the Death Match candidate.

Additionally, if the burglar has more gold than any other villager, he wins as well; otherwise, he automatically becomes the second Death Match candidate.

Each contestant begins the game with a pack of 20 cards - 10 of which have the numbers 0-9, 10 of which have the four basic mathematic operations (+, -, ×, ÷).

The player from the losing team with the fewest kongs remaining is the Death Match candidate.

Thus, the dilemma is finding a way to deposit as many kongs as possible to win the match, but not so many to become vulnerable if your team loses.

A series of auctions are held, with number and operator tiles being put up for bids.

Players must use all of the tiles obtained through auction to complete a mathematic equation that equals 10.

This game is played in similar fashion to episode 5's Scamming Horse Race.

Two of these games are previous Death Matches - Indian Poker and Same Picture Hunt.

This Death Match was played three times, each with a different procedure: Episode 1: Safe players randomly drew the order in which they faced the two candidates.

Episode 5: The four players who had been previously eliminated returned to take part in the Death Match, and the order was predetermined.

The two Death Match candidates faced off in a game of Yutnori with a teammate of their choice.

In this version of the game, each player received one marked yut stick and one blank yut stick, and deliberated with their teammate which combination to throw in the center based on game circumstance and the tendencies of their opponents.

In Episode 10, this Deathmatch was played with the candidates' invited guests for the Main Match.

The game continued with the same deck until all cards were exhausted, at which point a new pack was opened.

Starting with a game of Rock-Paper-Scissors to determining who plays first, players take turns identifying sets of three cards in which the three features are either all the same or all different.

was called correctly and there are no more sets left, the player scores 3 points and the round ends.