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ELIMINATE
TO WIN

A live competitive intelligence game combining poker-style pressure, quiz-speed thinking, and real head-to-head opponents.

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Use the buttons below to explore all aspects of ELIMINATION

THE BOARD GAME

THE ELIMINATORS

Four premium, mask-based torso busts represent each persona, with internal colour accents tied to role identity. Each player chooses one of four distinct personas, which shapes their route on the board and defines their strategic identity.

BLADE  (The Aggressor)

If there’s a fight, they start it.

High-risk, confrontational, and direct. The Aggressor thrives on pressure, duels, and jeopardy.

 

 

The board is built around a central arena known as The Chamber, from which four distinct routes extend outward in a cross formation. Each route belongs to a specific persona and consists of nine sequential tiles, creating clear progression toward the center. Across these routes, players encounter seven different tile types, each introducing a distinct gameplay effect that shapes pacing, strategy, and interaction, including key Steal positions that drive direct competition.

 

A circular track surrounds the Chamber, visually linking all four routes and reinforcing the sense of convergence and rising pressure as players advance. The layout is symmetrical, highly readable, and designed to focus tension inward toward the Chamber, where the most decisive moments of the game unfold.

 

Every space initiates a question or challenge via the app. There are seven space types, each designed to create a specific kind of pressure or opportunity.

Note - The below render does not ACCURATELY depict the exact board shape.

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THE ELIMINATION BOARD

BOARD FLOW & STRUCTURE

  • One shared board with four distinct arms of an X

  • Each arm contains 9 sequential tiles

  • Each arm has a unique mix and order of tile types aligned to its persona

  • Players can move only single spcaes up and down their own arm

  • Arms are connected by bridges, which unlock at 20,000 point threshold

  • Bridges are CATEGORY STEAL spaces, and allow interaction with adjacent players only

  • The center of the board is The Chamber, accessed via a points threshold of 35,000 points

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 DUEL - Tile 1

  • The landing player selects an opponent

  • Category is chosen from the initiator’s selected categories

  • Points are wagered (up to 3,000) with one counter-raise allowed

  • Winner gains the wagered points. Loser loses the equivalent.

Rationale: Core confrontation mechanic that creates grudges, momentum swings, and rivalry.

 FFF - Tile 2

All players answer simultaneously. The fastest correct answer wins points; incorrect answers score zero.

 

Rationale: Rewards reflexes and creates immediate, TV-style moments.

 JEOPARDY - Tile 3

All players answer.

  • If the landing player answers incorrectly while others answer correctly, the aggregate point total earned by opponents is deducted from the landing player.

  • No other player is ever at risk on a Jeopardy space.

Rationale: A punishment tile that discourages reckless advancement and rewards collective pressure.

 FORCEFIELD - Tile 4

All players answer.

  • If the landing player answers correctly, they gain a Forcefield.

  • Other players who answer correctly gain 500 points.

  • A Forcefield blocks the next points loss only.

  • Forcefield activation is publicly revealed when used.

Rationale: A defensive resource that introduces hidden information, timing skill, and visible drama.

 SOLO - Tile 5

 

Only the landing player answers.

 

Rationale: Provides tactical breathing room and prevents constant dog-piling.

 LMS - Tile 6

 

LAST MAN STANDING. All players participate in sequential A/B questions.

  • Timers reduce each round: 20s → 15s → 10s → 5s → 3s.

  • Players are eliminated from the round when they answer incorrectly or time out.

  • Surviving players earn 200 points per correct answer.

Rationale: Crescendo moments that guarantee late-game intensity.

 BTN - Tile 7

BEAT THE NATION.

 

The landing player competes against a global opponent or celebrity profile.

  • Opponent appears as a named profile (e.g. “Sarah, 35 from Manchester”).

  • Questions are typically free-input rather than multiple choice.

  • Results feed global leaderboards, which the entire community has access to.

 

Rationale: Connects ELIMINATION to a wider ecosystem and underpins future live and broadcast formats.

 STEAL (BRIDGES)

  • Each arm of the X connects to two adjacent arms via bridges.

  • Each bridge consists of two Category Steal spaces.

  • On a successful steal:

  1. One category is removed from the defending player.

  2. The attacker selects a new category to add to their own pool.

  • A player may steal a maximum of four categories (limited by adjacency).

 

Design Rationale: Category denial attacks future options rather than current score, creating long-term pressure without immediate elimination.

THE CHAMBER

The Chamber (center circle) represents the highest-risk, highest-reward phase of the game.

Accessing the Chamber

  • The center is divided into four quadrants, one per player

  • Access is granted only at 35,000 points

  • Players remain in the Chamber while above the threshold

  • Dropping below 35,000 forces the player to move one space outward per turn until the threshold is regained

 

Design Rationale: The center is aspirational but unstable, preventing runaway leaders and amplifying tension.

 

Hold’em Elimination

 

When a player in the Chamber initiates a round:

  1. The app selects a random category (from the full category pool)

  2. The Chamber player sets an ante (maximum 5,000 points; unlimited after 45 minutes of play)

  3. Other players may Fold, Call, or Raise in 500-point increments, as long as the cap is not exceeded

  4. Each player may raise once per round

  5. Players who fold lose only the points they have committed

  6. Remaining players answer the question

  7. If multiple players answer correctly, the pot is split proportionally

  8. Players reduced to 0 points are eliminated

 

Design Rationale: Poker mechanics align with ELIMINATION’s identity, prioritising psychological pressure over trivia difficulty alone.

BOARD VARIANTS

There are two optional board construction variants: MAGNETIC TILES and LED LIGHT STRIPS.

MAGNETIC TILES

In addition to the fixed integrated board format, ELIMINATION supports an optional modular magnetic tiles system using individual magnetic tiles. Under this model, the board is assembled from separate physical tile pieces rather than a single printed board.

Structure:

  • Each arm consists of 9 individual magnetic tiles (36 total arm tiles)

  • Each bridge consists of 2 curved magnetic tiles (8 total bridge tiles)

  • The Chamber consists of a central ring plus 4 quadrant inserts

  • Tiles connect using embedded magnets and alignment keys

  • All tiles are double-locked for correct orientation and spacing

Functional Properties:

  • Gameplay rules and remain identical to the printed board version

  • Tile types and personas are unchanged, whilst order of tiles can be changed

  • Bridge connections still occur at tile position 6 on each arm

  • The Chamber threshold and mechanics are unaffected

Advantages:

  • Reduced box size and shipping volume

  • Lower logistics and warehousing cost

  • Premium tactile assembly experience

  • Modular replay value

  • Players may rearrange tile order for custom variants

  • Supports future expansion tile packs and persona arm variants

  • Enables limited edition and event tile releases

Design Rationale: The modular system reinforces ELIMINATION’s identity as a configurable competitive system rather than a static trivia board. It increases extensibility, reduces physical footprint, and supports long-term product evolution without changing core mechanics.

 

Both board construction models are considered valid and compatible with the ELIMINATION ruleset.

 

Movement is sequential and deliberate; progress is earned through performance, not luck.

 

 

LED STRIPS

 

In addition to the fixed integrated board format, ELIMINATION supports an optional LED-illuminated board system using embedded programmable lighting. Under this model, the board retains its physical structure while incorporating dynamic lighting to enhance clarity, atmosphere, and gameplay signaling.

Structure:

  • The board maintains the same physical layout and tile positioning as the standard format

  • LED channels run beneath each arm, bridge, and Chamber ring

  • Each arm contains 9 illuminated tile positions (36 total arm positions)

  • The Chamber contains a central illuminated core with 4 independently lit quadrants

  • Lighting is controlled by an internal programmable controller

  • Power is supplied via concealed battery housing or external low-profile connection

Functional Properties:

  • Gameplay rules and mechanics remain identical to the printed board version

  • Tile types and personas are unchanged

  • Lighting provides visual reinforcement of tile states, progression, and key events

  • Bridge activation and Chamber threshold events may be visually signaled

  • Lighting sequences may be static, reactive, or event-driven

Advantages:

  • Stronger visual clarity and player focus

  • Enhanced tension and broadcast-style presentation

  • Clear signalling of active zones, danger states, and progression

  • Increased accessibility through visual guidance

  • Premium, modern physical presence

  • Supports future programmable lighting modes and variant experiences

Design Rationale: The LED system elevates ELIMINATION from a static physical board to an interactive competitive platform. It strengthens atmosphere, reinforces gameplay states visually, and enhances player immersion without altering core mechanics. The lighting layer supports clarity, drama, and future extensibility while preserving the integrity of the ELIMINATION ruleset.

Both board construction models are considered valid and compatible with the ELIMINATION ruleset. Movement is sequential and deliberate; progress is earned through performance, not luck.


BRANDED PLATFORM

ELIMINATION is built as a watchable competitive format from day one — fast, dramatic, and spectator-friendly.

TELEVISION FORMAT

  • Four in-studio competitors embody the core board game personas, creating recognizable competitive archetypes

  • Viewers and at-home players compete simultaneously through the ELIMINATION app in real time

  • Performance is measurable — players who outperform studio competitors can qualify to enter, challenge, or replace them

  • The audience is not passive — the game scales from watching to participating

 

STRUCTURAL ADVANTAGE

ELIMINATION is not being adapted for television — it is already television-ready.

  • Simultaneous play → naturally broadcastable

  • Risk + wagering → built-in drama

  • Elimination mechanic → clear narrative tension

  • Distinct personas → recognizable competitive identity

  • App integration → real-time audience participation

FUTURE PLATFORM EXPANSION

The same system supports:

  • Live competitive events

  • Ranked global seasons

  • Creator / influencer competitions

  • Spectator-driven matches

  • Broadcast + interactive hybrid formats

  • The core mechanics remain unchanged — only the stage grows.

CIPHER (The Tactician)

They win by letting others make mistakes.

Defensive, calculated, and patient. The Tactician controls tempo through protection, solo play, and timing.

BLITZ (The Speed Demon)

They trust instinct over planning.

Fast, reactive, and relentless. The Speed Demon excels at rapid-fire questions and momentum swings.

ORACLE (The Generalist)

They don’t panic — they calculate.

Balanced, composed, and versatile. The Generalist has access to the broadest mix of mechanics and rewards overall mastery.

CORE GAME
CONCEPT

SUMMARY

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ELIMINATION is a real-time competitive intelligence game designed primarily as a live digital experience, built around poker-style mechanics and supported by a companion physical board for shared in-person play. Players can subscribe to play digitally in The Arena for $9.99/month or play using the board game ($29.99) supported by the app, with optional online Arena access ($4.99/month). The physical board remains the trojan horse for monetizing the concept and expanding the subscriber base.

  • In-person board play supports 2–4 players, while The Arena allows a single player to enter a live 6-player match against others online. All players compete simultaneously in fast, synchronous play where outcomes are driven by performance, timing, and decision-making — not turns, and not luck. The system is designed for ages 16+.

  • The scoring model is simple and intuitive. Points function as currency: they are won, lost, wagered, and strategically managed. Players are eliminated through risk and decision-making, not attrition.

  • ELIMINATION is not a traditional trivia game. Challenges draw from a rotating skill system combining knowledge, logic, memory, problem-solving, and speed — rewarding intelligence in multiple forms rather than recall alone.

  • While a physical board exists for shared in-person play, ELIMINATION is fundamentally a live competitive system designed for real-time interaction, strategic tension, and scalable online play.

What ELIMINATION is not:

  1. NOT A BOARD GAME FIRST

  2. Not a children’s or family trivia game

  3. Not turn-based

  4. Not bland, knowledge-only trivia

  5. Not won by knowledge alone. strategy decides the outcome

 

The experience is closer to a quiz show crossed with poker.

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THE ARENA

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WHAT IS THE ARENA?

ELIMINATION is fundamentally a live competitive system — the board is the gateway, designed for players who want to compete anytime, against anyone.

Players enter alone into a live lobby, and a match begins automatically once six players have joined. All players then compete simultaneously in real time.

Two modes exist:

Ranked (real points play - subscribed)

Competitive matches that affect rating, rank, and long-term standing


Casual (free play - unsubscribed)

Anyone can download the ELIMINATION app and enter The Arena.


Unsubscribed players are granted one free Casual match only. After this, continued play requires an active subscription.

An active subscription unlocks:

  • Unlimited matches

  • Ranked competition

  • Full content and challenge library

  • Identity progression and profile history

  • Access to higher-stakes tables

A Living Competitive System
The Arena transforms ELIMINATION from a board game into a continuously active competitive environment — always live, always evolving, and always populated by real opponents, including their rank, performance profile, progression, and competitive history.

ELIMINATOR IDENTITIES

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Every Arena participant is assigned a persistent competitive profile. The profile records and exposes:

  • Current rank

  • Complete match history

  • Skill distribution across the five pillars

  • Knowledge category strengths (e.g. TV & Film, Science, History, Sport)

  • Progression over time

Players may configure presentation parameters including entrance music, profile visual identity, masks, armor, and elimination animations. These parameters affect appearance only and have no gameplay effect.

REVENUE

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Competitive Economy
The Arena operates on a dual-layer competitive system:

Rating (Persistent)
Every player has a permanent competitive rating that rises and falls based on performance over time. Rating determines ladder position, competitive tier, and long-term standing within The Arena. Rating cannot be purchased and does not reset.


Match Points (Per-Game Economy)
Like the board game, each match begins with an equal points allocation. Match points do not determine long-term progression and do not affect a player’s ability to continue playing.


Subscription Access
Players access The Arena via monthly subscription:

 

  • $9.99/month — App-only players

  • $4.99/month — Board game owners
     

Subscription unlocks:
 

  • Unlimited Arena play

  • Ranked competition and rating progression

  • Full challenge and content library

  • Persistent identity and profile tracking

  • Access to all competitive tiers
     

Cosmetic Identity Economy
Players may personalize competitive presence without affecting gameplay:

  • Masks

  • Armor sets

  • Custom elimination animations (think Mortal Combat FINISH HIM)

  • Entrance music (Think Karate Kid)

  • Profile visual identity and presentation
     

Cosmetics provide expression, status, and identity without conferring competitive advantage.

Board Game Funnel
The physical board game acts as an entry point into the digital ecosystem. Board owners receive one month of full Arena access included. Timer starts upon license registration. After which continued access is available via discounted subscription.

Competitive Tiers
The Arena is structured into progressive competitive tiers. Advancement is determined by rating, not payment. Higher tiers feature stronger opponents, greater rating movement, and increased competitive prestige. 


Future Extensions
The system supports seasonal cosmetic releases, identity progression, and event-based competitive formats. These extend engagement and monetization without compromising competitive fairness.
 

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QUESTIONS - SKILL SYSTEM

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ELIMINATION is not a knowledge-only game. Victory is determined by a broader measure of intelligence combining reasoning, pattern recognition, memory, speed, and decision-making under pressure.

 

The game operates on a rotating skill framework, ensuring no two matches feel identical and preventing reliance on memorisation or search-based answers.

THE FIVE PILLARS

Knowledge
Fast recall and recognition across broad subject matter
 

Logic
Patterns, sequences, deduction, and reasoning challenges


Memory

Short-term visual and sequence recall under pressure
 

Spatial/ Visual Reasoning
Spatial, analytical, and cognitive puzzles
 

Speed
Reaction, timing, and decision velocity

This multi-disciplinary structure ensures ELIMINATION rewards complete intelligence — not just knowledge — and makes external assistance ineffective in real-time play.

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ANTI - CHEAT SYSTEM

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Real-Time Constraint Design

  • Strict response timers limit opportunity for external lookup

  • Simultaneous play prevents pacing manipulation

  • Many challenges require reasoning, pattern recognition, or memory rather than searchable answers

  • Visual and sequence-based tasks cannot be copied into search tools in time
     

Input & Behaviour Monitoring

  • Response timing variance tracked per player

  • Detection of non-human answer cadence or automation patterns

  • Sudden performance spikes flagged for review

  • Repeated optimal responses under unrealistic time windows monitored
     

Session Integrity Controls

  • Active session binding prevents multi-device answer assistance

  • Background / app-switch detection during live questions

  • Rapid copy/paste behaviour flagged

  • Network interruption patterns analysed for exploitation

AI / External Assistance Resistance

  • Rotating question formats reduce predictability

  • Non-textual challenges (visual, logic, memory) limit AI usefulness

  • Time-to-answer scoring reduces value of delayed correct responses


Competitive Protection Layer

  • Flagged sessions enter shadow review pool

  • Suspicious results may be excluded from Ranked outcomes

  • Repeated violations trigger restriction, demotion, or removal

  • Leaderboard integrity continuously audited

Movement
Philosophy

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  • Movement is deterministic: on a player’s turn, they move exactly one space

  • No dice, spinners, or randomisers are used

  • Every space triggers a question event

This design removes luck-based frustration and ensures the board remains strategically relevant. Players can plan, anticipate, and apply pressure over multiple turns.

The Elimination
Philosophy

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  • All players begin with 10,000 points

  • Points are won, lost, wagered, and split throughout the game

  • Players are eliminated only when their points reach zero

  • There are no early forced eliminations

  • No player is removed too early

  • Every comeback is possible

  • Final eliminations are public, dramatic, and earned

The system is designed to keep all players engaged while allowing decisive, earned outcomes. 

ELIMINATION is ruthless — but fair.

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