University War

University War also known as Elite League is a South Korean reality game show where students from prestigious universities in South Korea and abroad battle to solve brain quizzes. The first season premiered on November 3, 2023 on Coupang Play. The second season scheduled to air in the second half of 2024.

Concept
The main concept of this television series features student representatives from several universities in South Korea. This event will test participants' abilities in mathematics, deduction and memorization which are packaged in the form of challenges. The participants perform missions of unprecedented difficulty, including mental arithmetic and arithmetic, reasoning and games, and superhuman memorization, and fight against each other without politics, betrayal, alliances, or deception, using only their brains and risking everything.

There are 5 teams with 4 students each representing various university. They will compete against each other in various rounds and questions to test their intelligence. The players are selected from among students at Seoul National University, Korea Advanced Institute of Science and Technology, Pohang University of Science and Technology, Yonsei University, and Korea University through a rigorous pre-test. In the second round after a team got eliminated, Korean or American-Korean students from Harvard University joined the show. In other words, there are actually a total of 6 participating teams and 24 participants.

The full rules of the game are not announced in advance. In other words, after the first round, participants can know the full rules. This reality show applies the concept of elimination for any team that cannot complete the challenge and provide the correct answer. The introductory image of the eliminated team is shredded just before exit.

One round of college wars consists of an ace selection match, an ace match, a main match, and a death match.
 * Ace selection competition: Players from all surviving teams participate, and one person per team is selected as the ace (representative) on a first-come, first-served basis.
 * Ace Match: The top player in the selection match nominates one of the other team's aces to play a 1:1 game. The winning team will receive main match benefits. Benefit information is revealed after the explanation of the main match rules.
 * Main Match: Players from all surviving teams participate, and all teams except the bottom two survive and advance to the next round.
 * Death Match: The bottom two teams in the main match play.

The winning team advances to the next round, and the losing team becomes the final eliminated team of that round. The finals will consist of a total of three main matches, and the team that wins two rounds first will be the winner. The final winning university team will be provided with a scholarship of 10 million won per person, for a total of 40 million won.

Day 1: Electronic Brain

 * 1) All participants solve problems presented at each school's base and enter their answers.
 * 2) The one participant from each school who answers the correct answer first and emerges from the main hall is selected as the ace.
 * 3) Electronic Brain is a mental arithmetic competition in which players add 10 three-digit numbers presented on the screen and enter the value as the correct answer.
 * 4) Participants in the base are prohibited from any conversation related to calculations.
 * 5) The game ends when all participants enter the correct answer.

Day 2: Perfect Number

 * 1) 'Perfect Number' is a game where you have to find the right number in each blank space so that all seven sentences presented on the screen are true.
 * 2) The game ends when all participants answer correctly.

Day 3: Birth Date

 * 1) 'Date of Birth' is a contest in which players memorize the birth dates of 10 people presented on the screen for 2 minutes and then guess the date of birth of each person.
 * 2) Teams that do not select an Ace within the 5-minute time limit will be excluded from being selected as an opponent for the Ace Match.

Day 4: Trail of Dice

 * 1) Trail of dice is a competition to guess the sum of the marks on the floor where the dice move.
 * 2) In this selection competition, all participants who answer correctly can enter the main hall.

Day 1: Primary Number Check

 * 1) This is a game in which the participant who finds the most prime numbers on a game board filled with 25 number cubes wins.
 * 2) The game lasts a total of 3 rounds, and the number section changes for each round.
 * 3) Participants take turns finding prime numbers for 30 seconds each. If you find the prime number and answer correctly during your turn, you will receive 1 point and will be given one more opportunity to answer during the time limit.
 * 4) If you answer incorrectly or fail to answer correctly during your turn, no points will be deducted and the opportunity will immediately pass to the other participant.
 * 5) The undisclosed question mark cube in the middle represents a hidden prime number, and if you guess the hidden prime number correctly, you get 3 points.
 * 6) The participant who gets 6 points first wins the round, and the participant who wins a total of 2 rounds first wins the ace match.
 * 7) The Ace Match is conducted 1:1 with the first place participant in the Ace Selection Tournament nominating one of the Ace participants.
 * 8) In the first round, the first place winner can decide, and in subsequent rounds, the side that lost in the previous round can choose.
 * 9) The team that wins the ace match will receive benefits in the next game.

Jung Hyun-bin of Seoul National University, who came in first place in the selection competition, can chose his ace match opponent and selected Park Na-yoon of Yonsei University as his ace match.
 * Round 1 : Jung Hyun-bin, who took first place in the Ace selection competition, chose to strike first.


 * Round 2 : Park Na-yoon, who lost in the first round, chose to attack first.


 * Result : Jung Hyun-bin won 2:0, and the main match benefit was provided to the Seoul National University team.

Day 2: Balance Game

 * 1) 'Balance game' is a game in which you win by comparing numbers and guessing the opponent's number combination first.
 * 2) Two participants create and present different combinations of alphabet numbers A, B, C, and D that add up to 20.
 * 3) However, numbers cannot use decimal points or fractions and must be single digits.
 * 4) Within two minutes of starting the game, participants can compare their own alphabet and their opponent's alphabet using one of two methods.
 * 5) First, point out one of your own alphabets and one of your partner's alphabets and compare them.
 * 6) Second, compare the sum of the two own alphabets with the sum of the two other alphabets.
 * 7) The two participants take turns checking each other, and the time limit is 2 minutes.
 * 8) If you answer correctly after a challenge, you immediately win, but if you answer incorrectly, the opportunity passes to your opponent.
 * 9) The team that wins the game is provided with favorable benefits for the next main match.
 * 10) The first place participant in the Ace Selection Competition nominates one of the other Ace candidates and the match is held 1:1. The first and second players are chosen by the first-place participant in the Ace Selection Tournament.

Kim Ki-hong, who came in first, chose Janice as his ace match opponent. Meanwhile, participants watching during the game were able to check the card number of the participant nominated by the team.

Day 3: Blind Omok

 * 1) Blind Omok is an omok contest in which two participants rely on memory without looking at the omok board.
 * 2) Participants take turns pointing out coordinates one by one within the two-minute time limit. At this time, the status of the engraving board is not disclosed to the participants.
 * 3) You cannot start in a place where a stone has already been placed or in the 3-3 position, and you can only restart once.
 * 4) In the first round, the winner of the ace selection will be selected, and in rounds 2 and 3, the participant who lost in the previous round will be the first player.
 * 5) A total of 3 rounds will be played, and the participant who wins 2 rounds first will win the Ace Match.

Yonsei University's Kim Ki-hong, who ranked first in the selection competition, chose Jung Hyun-bin of Seoul National University as his opponent. In the Seoul National University team, Kyung Do-hyun took the lead in preparing the strategy and taught us how to utilize the 3-3 golden number. In the Yonsei University team, Cho Hyun-jun led the strategy preparation and taught aggressive management that took advantage of going first.

Round 1 : Kim Ki-hong chose to strike first.

Round 2 : Loser of the previous round, Kim Ki-hong, strike first.

Round 3 : Loser of the previous round, Jung Hyun-bin, strike first.

Day 4: Relay Match

 * 1) The fourth round ace match will be held as a relay match in which all members of the three teams participate.
 * 2) The relay match lasts a total of 3 rounds, with 4 questions asked in rounds 1 and 2, and 3 questions asked in round 3. The problem type changes every round.
 * 3) The Ace Selection Tournament is conducted in a winning streak system where the first person with the correct answer nominates an opponent, and the winning participant nominates the next opponent to continue the game.
 * 4) At the end of the relay match, the main match benefit will be provided to the university team with the highest total points among participants.
 * 5) Round 1: Modified multiplication tables The modified multiplication table is a competition to calculate the value of adding 'the multiplication of two numbers' (A×B) and 'the sum of two numbers' (A+B). Problems are provided in A◈B format.
 * 6) Round 2: Counting blocks Counting blocks is a competition to guess the total number of blocks stacked in a presented picture.
 * 7) Round 3: Numbers that bite each other It is a battle in which you win by finding all the numbers that fit in three blank spaces among the number boxes arranged regularly.

Day 1: 300

 * 1) This is a game where you win by answering the 300 calculation problems presented first.
 * 2) Correct answers are entered using a tablet in the center of the stage, and 30 answers can be entered per page, consisting of ten pages in total.
 * 3) If you enter all 300 correct answers, you can check the number of incorrect answers. However, if you do not fill out even one of the 300 answers, you cannot check the number of incorrect answers.
 * 4) There is no limit to the solution time or number of correct answers, and the top three university teams that first achieve 0 incorrect answers survive and advance to the next round, while the bottom two teams become candidates for elimination and play a death match.
 * 5) After submission, the number of incorrect answers is revealed and the waiting time for re-entry takes 10 seconds.
 * 6) Benefit: Priority access to 5 questions - 5 questions will be released in advance for 2 minutes.

Question Result

Day 2: Investigation Signal

 * 1) In 'Signal Investigation', before the game starts, three investigators are appointed to observe the criminal and one arresting officer is appointed to find the criminal.
 * 2) Each team is provided with 15 signal cards, and before the battle begins, four officer gather at each team's base camp and write down their own information on the 15 cards for 30 minutes to be used to apprehend the criminal.
 * 3) Any content can be written on the signal card, but the number of characters is limited to 20 characters. Does not include spaces.
 * 4) When the game starts, the three investigators and one arresting officer are separated.
 * 5) The three investigators will observe the criminal for 20 minutes and create up to 10 evidence photos using the 15 signal cards previously created.
 * 6) You can use one signal card per photo, but it is also possible to use it multiple times.
 * 7) Seal the 10 evidence photos in an investigation envelope and deliver them to the arresting officer.
 * 8) Once the information is delivered, the arresting officer submits a photo of the eight suspects presumed to be the culprit in an investigation envelope within 10 minutes based on the information received from the three investigators.
 * 9) It will be held in a total of 3 rounds, and at the end of the round, 10 minutes of meeting time and the opportunity to modify 15 signal cards will be provided.
 * 10) At the end of the signal investigation, the top three teams with the most hits on the criminal will survive, and the bottom two teams will advance to the death match.
 * 11) However, if the number of correct culprits is the same as a result of the three rounds combined, the team that used fewer evidence photos survives.
 * 12) Benefit: 1 additional signal card


 * Round 1
 * Round 2
 * Round 3


 * Game Result

Day 3: Silent Human Chess

 * 1) Silent Human Chess is a joint competition between two universities and is a chess match in which all participants play as pieces.
 * 2) Conversation is prohibited on the chessboard, so players must use their own judgment.
 * 3) Participants are divided into the roles of 2 rooks, 2 bishops, and 1 king. The rook can move one space up, down, left, and right, the bishop can move one space diagonally, and the king can move one space in any direction. Also, the king can skip a piece regardless of whether he is an enemy or an ally.
 * 4) Both teams are assigned numbers 1 to 5, and can only move on their turn in the designated order.
 * 5) The starting five players will be placed in their own camp first, and the remaining three players will be substituted.
 * 6) Both teams must move their pieces in a pre-determined order with a one-minute time limit. The movement order once set cannot be changed.
 * 7) If a piece is caught by the opposing team, a replacement member takes over the role of the captured piece. However, the insertion of a replacement member is only possible in the last row of the player's camp when the existing piece is captured and the turn comes back on the next turn.
 * 8) Additionally, if all substitutes are taken and there are no more pieces in that turn, the opportunity to move passes to the opponent's next numbered piece.
 * 9) The king of each team may request a strategy meeting only once at any time during the game.
 * 10) You win if you capture the opposing team's king or if your king stays in the opponent's camp for two turns.
 * 11) The two teams from the winning alliance advance to the fourth round, and the two teams from the losing alliance play a death match.
 * 12) Coalitions are freely selected by participants.
 * 13) If you speak during chess, warnings accumulate, and pieces that have been warned more than twice are automatically removed from the game board.
 * 14) Benefit: The right to decide who goes first and who goes next

Before the game starts : The Seoul National University team chose to attack first through Ace Match Benefit. The Harvard team chose to form an alliance with the Seoul National University team. (Hereinafter, the Seoul National University + Harvard team will be described as Team A, and the Yonsei University + Korea University team will be described as Team B.)

Starting game board

Notes: Just before Cho Hyun-jun's move on turn 9, Team B used the operation time. This is because no matter where Cho Hyun-jun's options move, he is sure to lose.
 * Move to C3 (skip rook 3) (capture bishop 5): Caught by opponent's 3 king next turn.
 * Move to D1: Caught by opponent's 3rd king next turn.
 * Move to E3 (skip rook 2): Caught by opponent's 3rd king next turn.

Day 4: Find Me

 * 1) Find Me is a competition to infer the MBTI of participants from other universities through information sharing.
 * 2) Participants are randomly assigned to one of 16 MBTI types. The MBTI of all participants is different and is not disclosed to other teams.
 * 3) When two participants who agree to share information place their MBTI cards on the table in front of the host, the number of matching alphabet letters among the unique MBTIs of the two participants is revealed on the screen.
 * 4) It lasts 30 minutes, 10 minutes per round, and a total of 3 rounds. Within 3 rounds, each team writes and submits the MBTI of other team members deduced through information sharing.
 * 5) You earn 1 point each time you guess the MBTI of another team member. The top university with the most points at the end of the match survives, and the other bottom two teams advance to a death match.
 * 6) However, in case of a tie, the team that submitted the answer first survives.
 * 7) Benefit: Designated confirmation ticket. You can point out a specific person, ask them about their MBTI, and get a yes/no answer.

Round 1: Formula Safe

 * 1) The formula safe is a competition to create a target number by unlocking 28 safes composed of 4-digit passwords.
 * 2) Before the match begins, two people from each team are assigned the roles of one in charge of memorization and one in charge of arrange math formula.
 * 3) When the competition begins, the memorizer participant has 5 minutes to memorize the 28 safe passwords and then has 10 minutes to open the safe lock. (The safe password is 4 digits each.)
 * 4) The person in charge of memorization obtains the number cards and operation symbol cards from the safe and delivers them to the person in charge of math.
 * 5) Inside the 28 safes, there are 2 sets of 10 number cards from 1 to 10, and the bonus operation symbols power ⌃, root √, parentheses, and factorial ! There are 2 sets of 4 types of symbol cards, 1 each.
 * 6) The person in charge of math must complete the target number within the 5-minute time limit using the basic operation card and the card received from the person in charge of memorization. The number cards obtained at this time cannot be pasted and used as 2-3 digit numbers, and the used number cards can be reused.
 * 7) The target number is revealed three times per round, and the team that completes the target number first earns one point. After a total of 3 rounds, the team that scores 5 points first wins.
 * 8) The safe is made of transparent material, so you can visually check which card is in which safe. The passwords and card placement for both teams are the same.

Notes: The memorization passcode table did not got any close-up during the broadcast
 * Round 1
 * Round 2
 * Round 3

Round 2: Exit Strategy

 * 1) There are four entrances and one exit on the game board, and all participants move as horses.
 * 2) Each team enters the game board with two participants as starters, and at this time, the four starters select different entrances.
 * 3) Latecomers can freely choose any entrance.
 * 4) Once entered, participants must reach the exit before escaping, and participants can only move in a straight line once per turn. Stop if there are obstacles or other participants in your path.
 * 5) Only a maximum of two participants per team can enter the game board, and the participant who was waiting after the team member escapes enters.
 * 6) In this way, the pieces take turns moving, and the team wins when all four members escape.
 * 7) The game board is 11×11 in size, and the locations of entrances/obstacles/exits are not revealed in advance.
 * 8) The first and second ball are decided by throwing dice. 10 minutes of preparation time is provided before the game starts. An additional 3 minutes of meeting time will be provided immediately after the game starts.
 * 9) Participants can talk freely regardless of the game board.

Progress Result

Round 3: Find Hidden Patterns

 * 1) Finding Hidden Patterns is a competition in which players must find more target patterns on a game board made up of arrows pointing north, south, east, and west.
 * 2) When a target pattern of 2 squares horizontally and 2 squares vertically is presented, you must find the area with the presented target pattern on the game board, which is made up of 10 squares horizontally and 8 squares vertically.
 * 3) However, the presented target pattern can be entered in the forward direction or rotated 90/180/270 degrees. However, cases where the image is reversed left/right/up/down are not accepted.
 * 4) Starting with the first participant, they must take turns shouting 'correct answer' within the 10-second time limit and saying the coordinates corresponding to the upper left corner of the area that matches the target pattern.
 * 5) If the answer is correct, 1 point is awarded, and if the answer is incorrect, 1 point is deducted. One point will also be deducted if an answer that has already been confirmed is repeated. If the name is not called, the turn passes to the opponent without change in score.
 * 6) If you can no longer shout out the correct answer on the game board, shout 'end'. If there are no more areas that match the target pattern, 3 points are scored and the round ends. If not, 2 points are deducted and the turn is passed to the opponent.
 * 7) During your turn, you can shout out the correct answer and then shout the end within 5 seconds.
 * 8) It lasts for a total of 6 rounds, and the target pattern is changed each round, and the game board is changed before the start of the 4th round. All participants must participate once until the 4th round, after which they can participate freely.
 * 9) The winner of the first round is decided by rolling the dice.
 * 10) The team with more points at the end of round 6 wins.

It is important to shout out the end and get 3 points, so make sure that the number of correct answers remaining on your turn is an odd number, assuming you have accurately figured out the number of correct answers remaining. This is the strategy mentioned by Kyung Do-hyun on the broadcast. Find the pattern by looking at the white space in the middle, divided by the arrow part of the target pattern, as a single shape. The strategy mentioned by Chae Seung-min on the broadcast.
 * Determine the number of patterns remaining
 * Find with space in the middle

Progress Result

Day 1: Formula Archery

 * 1) This is a game where you use four numbers and operation symbols to create the target number presented on the archery board.
 * 2) Each team is given two sets of numbered cards from 1 to 6. Afterwards, two cards selected from among the number cards are revealed to the opposing team.
 * 3) A total of four numbers submitted by both teams and the presented operation symbols must be used to create the target number displayed on the archery board.
 * 4) The operation symbols provided are plus+, subtraction-, multiplication×, division÷, square⌃, root√, parentheses, and factorial!.
 * 5) Number cards can only be used as single-digit numbers, and used number cards and operation symbols can be reused.
 * 6) The team that completed the formula rings the bell, says the target number completed within 3 seconds, and raises the blackboard to reveal the completed formula.
 * 7) On the archery board, a white circle scores 1 point, a black circle scores 2 points, a blue circle scores 3 points, a red circle scores 4 points, and a yellow circle scores 5 points.
 * 8) Additionally, if you match three adjacent target numbers within the same color circle, you will receive 2 additional points.
 * 9) The team that scores 25 points first wins and advances to the next round, while the losing team is eliminated in the first round.
 * 10) It can be written in the form of a fraction in a formula, and there is no limit to the number of operation symbols used.

Day 2: Pixel Number

 * 1) 'Pixel Number' is a game where the team that finds more pixel combinations that create numbers when looking at a picture wins.
 * 2) As soon as the battle begins, 15 pixel cards and three target numbers are revealed.
 * 3) The target number refers to the number that appears when pixel cards are overlapped, and there are two or more pixel cards to create a target number.
 * 4) The participant who rings the bell first is given the opportunity, and must shout out the combination of pixel cards that will complete the target number within 10 seconds.
 * 5) If the answer is correct, you get 1 point. If the answer is wrong or the time exceeds 10 seconds, the opportunity passes to the other person.
 * 6) Proceed in the same way and the round ends when all given target numbers are completed.
 * 7) It will be held in a total of 5 rounds, with rounds 1-4 having 3 target numbers, and round 5 having 2 target numbers and 1 private target number.
 * 8) If you guess the secret target number, you get 3 points.
 * 9) The team with the higher score at the end of the game wins, and the losing team is eliminated in the second round.
 * 10) There is one participant per round, and the bracket is decided before the game starts.

Day 3: Match & Mix

 * 1) Match and Mix is a competition to find more pairs of number chips on a moving tile board.
 * 2) The game board has a total of eight tiles, excluding one of the nine spaces that are empty. There are twenty pairs of numbered chips from 1 to 20 on the entire game board.
 * 3) Before the game starts, number chips are revealed to participants for 10 seconds starting from the first tile board, giving them time to memorize them.
 * 4) When the game starts, the player who goes first must flip over two number chips within 10 seconds to check. If the chip is the same number, you get 1 point, and you can flip the number chip once more. If the chips are not the same number or time runs out, the opportunity passes to the opponent.
 * 5) Participants must move one tile after their turn, and returning to the previous position is prohibited.
 * 6) The game is played in this way, and the team that scores 11 points first wins the round. A total of 3 rounds will be played, with rounds 1 and 2 being 2:2 and round 3 being 1:1. However, participants in the first round cannot participate in the second round in a row.
 * 7) In the first round, the team that lost in the previous round chooses to play first, using dice.
 * 8) Hidden rule: Revealed before the start of round 3. If you find two chips with the same number, the tile board is moved without any additional acquisition opportunities and the opportunity is immediately passed to your opponent. Even if the same chip is not found, the tile board is moved.

Round 1

Round 2

Round 3

Day 4: Rotation! Rock Paper Scissors

 * 1) Rotation! Rock, Paper, Scissors is a competition in which players must roll dice with two symbols of rock, paper, scissors on them to beat their opponent on the game board.
 * 2) Before the game starts, a dice development diagram depicting rock, paper, scissors, scissors is shown to participants for two minutes and is not revealed again after that.
 * 3) Each round, the players and dice development changes.
 * 4) When the match begins, rock-paper-scissors dice are placed on the starting surface of the 7×7 game board.
 * 5) Throw a dice with only 3, 4, and 5 marked on it and rotate the dice to move the game board by the number shown. The dice can freely move up, down, left, and right by the corresponding number, but they cannot return to the path they took just before.
 * 6) Once the dice movement is complete, check the result with the side that touches the game board. If you win you get 1 point, if you draw there is no change, if you lose you get 1 point deducted.
 * 7) The time limit for one turn is 20 seconds, and if you fail to turn the dice within 20 seconds, 1 point is deducted.
 * 8) One round ends when 4 points are earned, and as a result of 5 rounds, the team that wins 3 rounds first advances to the finals.
 * 9) You cannot move to the starting point.

The number of moves according to the dice is one of 3, 4, or 5, and for each number of moves, there is a path that fixes the surface in contact with the floor. For 3, '1 space up, down, left, and right', for 4, '2 spaces up, down, left, and right/4 spaces' and '2 spaces diagonally', and for 5, 'after moving 2 spaces up, down, left, and right/diagonally (not in conflict with the 3 space movement path). This corresponds to '1 space up, down, left and right'. Due to the nature of this operation, you only need to know the bottom side of the Rock, Paper, Scissors dice, so it is virtually a sure-win strategy. If you drive the dice to the edge of the diagonal corner, the path through which the opponent can score is reduced compared to the center. This is a strategy that can be used to try to consolidate in a situation where there is a difference in scores or to buy time to re-memorize the development plan. Also known as 'Song Hyun-seok's left hand rule. Like Fleming's left hand rule and Fleming's right hand rule, this is a method of memorizing information in the fingers. Find the vertices corresponding to thumb-scissors, index finger-rock, and middle finger-sword and move your hand to match the shape of the currently placed dice. To put it simply, it is a strategy where you think you are holding dice in your hand. The downside is that it can be confusing to move your hands around due to limitations in physical structure. Meanwhile, Jung Hyun-bin used a strategy of memorizing the four sides (two pairs of rock, paper, scissors) first.
 * Keep the surface in contact with the floor
 * Cornering
 * SNU development map memorization strategy

Progress Result


 * Game Progress