Cycle 15/Ruleset: Difference between revisions
Update ruleset per proposal "I forgot, apparently"(https://discord.com/channels/515560801394753537/1192628974015217806/1192733162837643295) |
Added popular rules from Phase I. |
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A space with identifier 0 always exists, and is created immediately if it does not. This space is the initial space. | A space with identifier 0 always exists, and is created immediately if it does not. This space is the initial space. | ||
Each space has a type. The possible types are described by other rules. Initially, or if a space would otherwise lack a type or have indeterminate type, a space's type becomes Blank. | Each space has a type or category as its type. The possible types are described by other rules. Initially, or if a space would otherwise lack a type or have indeterminate type, a space's type becomes Blank. | ||
A line of spaces exists between space X and space Y if X is less than Y and if every space from space X to space Y-1, inclusive, precedes a space with an identifier one greater than its own. A loop exists from space X to space Y if a line exists from space X to space Y and space X succeeds space Y. | |||
==== Blank ==== | ==== Blank ==== | ||
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==== Crystal ==== | ==== Crystal ==== | ||
"Crystal" is a type of space. When a player lands on or passes through a crystal space, they gain 1 crystal. | "Crystal" is a type of space. When a player lands on or passes through a crystal space, they gain 1 crystal. | ||
=== Boulder Trap === | |||
“Boulder Trap” is a type of space. Each Boulder Trap space has a list of spaces called its Boulder Path, and a space called its Safe Haven. When a player lands on a Boulder Trap space, a boulder rolls through all of the spaces on its Boulder Path, causing all players on that space and any space in its Boulder Path to flee, moving them to its Safe Haven. When a player passes through a Boulder Trap space, nothing happens. | |||
=== Spinner === | |||
"Spinner" is a type of space. When a player lands on a spinner space, they must roll 1d4. This number is then added to the Wheel Rotation. | |||
=== Crystal Beam === | |||
"Crystal Beam" is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces: | |||
* Spaces 200 through 204 and all successors of space 204. | |||
* Spaces 205 through 209 and all predecessors of space 205. | |||
* Spaces 210 through 214 and all predecessors of space 210. | |||
* Spaces 215 through 219 and all successors of space 219. | |||
All players on any space in the selected set lose one crystal. | |||
=== Connections Between Spaces === | === Connections Between Spaces === | ||
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A space is said to "precede" each of its successors. A space "succeeds" (syn. "follows") each space that precedes it. | A space is said to "precede" each of its successors. A space "succeeds" (syn. "follows") each space that precedes it. | ||
=== Categories === | |||
Types of spaces can be grouped together into categories. Spaces whose types are categories have a "pseudo-type" which may be assigned to a specific element of the group (or "Blank"), or randomly by selecting a random (with the possibility of weighting, though uniformly distributed unless stated) type from within the category. When a player passes through or leaves a space with a category as its type, that player must make a random selection for its new pseudo-type. Whilst a category contains no elements, a space of that category is always pseudo-type "Blank". In the case of an ambiguous pseudo-type, any player may generate a random pseudo-type for that space. If a player creates a space with a category as its type or modifies a space's type to be a category, they must as part of that action generate that space's pseudo-type randomly. | |||
=== Treasure === | |||
"Treasure" is a category of spaces containing "Crystal". | |||
=== Hazard === | |||
"Hazard" is a category of spaces. | |||
=== Unique Types === | |||
A unique space type is a space type defined as such by the rules. If 2 or more spaces have the same unique space type, then all but the last one become type "Blank" (where the last ones is the one with the greatest identifier). | |||
=== Wheel Rotation === | |||
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board's main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it. | |||
For wheel rotation WR, the following connections should exist: | |||
* Space 204 precedes space WR. | |||
* Space 205 succeeds space (WR+10) mod 40. | |||
* Space 210 succeeds space (WR+20) mod 40. | |||
* Space 219 precedes space (WR+30) mod 40. | |||
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR. | |||
== Movement == | == Movement == | ||
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* First, a random choice of 1d10. Let the result be N. | * First, a random choice of 1d10. Let the result be N. | ||
* Then, N selections of a space, where each space | * Then, N selections of a space, where each space succeeds the prior selected space (and the first selected space follows the player's current space). | ||
When a player moves, the following happen in order: | When a player moves, the following happen in order: |