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Offline KuroaitouTopic starter

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Relic Sweeper - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=59770.msg1207882#msg1207882
« on: October 01, 2015, 09:35:08 am »
Time until the game begins: NOW! But you can still sign-up!

Now introducing...

Elements: Relic Sweeper
(brought to you by the makers of Elements Mafia 50, Fanatics and Heretics, and other crappy games)



Spoiler for Lore:
No one knew where it even came from, let alone why it was here... but there it was. A cube, or to others', a weirdly shaped octagonal building that kept shapeshifting itself to those who came near, as if it wanted people to be inside.

Various cities began warring and accusing of each other of stealing prized relics that apparently held untold powers or gave its owners gifts in times of desperation. But a small rumor arose - that someone (...or something), had taken the relics and threw them into this strange dungeon, this maze, this construct in the middle of a quiet corn field.

...and for some reason, you just couldn't resist going in.



Rules:
Relic Sweeper is a simple game with one objective; after entering the Relic "Maze" (or Grid), be the first one to leave the game with the required amount of Relic treasures scattered and placed across the map.

Players can choose to work as an individual, or in a team (2-3 players) at the cost of Master of Game points.

# of Players on TeamRelics needed for winPoints given (Master of Games)
1 player108
2 players186
3 players244

Players are allowed to sign-up individually, together as a team, OR they can sign-up initially alone and join forces later on. Once a player (or team of players) collect their required Relic quota, to seal their 1st place win, they must all successfully leave the maze by entering the border (or the 'O' symbols).

However, once a player enters a team, the win requirements and point awards associated with them cannot revert if a player becomes inactive. This means, if you create a team of three players, and two of them drop out or are unresponsive, the remaining member MUST collect relics equal to the required amount (24) and leave the grid (entering a 'O' spot). This is to prevent situations where multiple players could hypothetically collect several relics by being spread around the map, trading them all to one person quickly, and then quitting, leaving one player to reap the rewards in a fast manner.

In addition, players may not join a team once they have more than 4 Relics. This is also to prevent situations where players may obtain relics under the required amount, then join up to meet the team requirement and leave for an efficient win.

Players can sign-up at any time, including after the game begins - if they wish to start at a specific spot on the map border, they should post the exact tile (i.e. - "A2") as their starting point, or else they will be randomly assigned. Once the game begins, they have 24 hours to place their actions (see Basic Actions, far below).



The Map:

The Relic Maze (found here) is the grid which players work off of. Players are notified on this page of who is playing in the game, as well as health totals, status effects that they are currently dealing with, the number of keys and Relics they may have, as well as each player's actual position. A player who is on the tile on the very top left corner of the map, is marked by 'A2' in the position section, for example.

Each of the tile types have an effect; players can locate a simplistic 'legend key' by hovering their cursor over the first row (or A1 row area) where "THE MAZE GRID" title is located, or read the following for a description.

Any tile with the letter 'P' is the location of one or more players.

Spoiler for Tile Types:

General/Structure Tiles:
? - "Unknown": The main tile that obscures the majority of the map. Players that enter these tiles generally do not have a clue of what's located in them - using any stance can and will reveal their contents accordingly though...
. - "Nothing": The period is self-explanatory; a boring tile with no contents to be found there (...for the most part). ;)

NOTE: Any of the Item tiles with a period in front of it mean that the tile's contents have already been picked up.

O - "Opening": As this structure is open from all sides, players may enter the Map at any angle and explore the main grid in any way they wish from this starting boundary. Players in 'O' tiles cannot be injured or affected by any detrimental effect, including stances, stuns, general damage, and whatnot.
# - "Wall": Players cannot enter nor 'pass' through a wall, regardless of whatever Relics they may pick up. If a player somehow enters or runs into a Wall tile, their move will either not count, or cause them to be moved to an adjacent spot (in the case of 'Pop-up Walls').

Bonus/Item Tiles:
S - "Safe" (or Locked Chest): Players who encounter/unveil these chests will have plenty of opportunity to figure out a way to unlock it later on, through the use of Keys, Switches, or other interesting triggers. Safes will always have a message attached to them for those who wish to open them. The majority of these locked Safes contain...
$ - "Relics":The awesome treasures of the game. There are 24 'instantly accessible' Relics that are lying around in '?' tiles, and 36 others located in Chests that are locked away due to their immense power. Players must collect these and leave (either by themselves or with teammates) with the required amount in order to win.
K - "Keys":The main item that you'll find throughout the Grid to unlock various chests. Some keys may be harder to find than others, or have interesting effects (temporal, 'shattered', and whatnot). Upon picking up a key, a PM is sent to that player explaining the details of that key, to help them find out/figure out how to use it correctly.
* - "Fountain": A useful tile that will heal you up fully - note that this tile will only work on the FIRST player that explores it, meaning that if you were to use it at full HP, all other players can no longer make use of the heal effect. Aside from player based damage, Fountains can also cure all debuffs that are on you upon the initial exploration.
` - "Used Fountain": A used Fountain tile - although generally useless, can still be helpful for those with certain regenerative Relics.

Trap/Danger Tiles:
^ - "Spikes/Darts": The least harmful of the negative tiles, unveiling (and subsequently entering) any '^' tile removes 10% of your total HP.
! - "Fumes/Animals": Moderately dangerous tiles, unveiling (and subsequently entering) any '!' tile removes 25% of your total HP.
X - "Horrors/Cursed": Severely perilous tiles, unveiling (and subsequently entering) any 'X' tile removes 50% of your total HP. There are very few of these around the map, but beware - something could curse the whole grid...

Trigger Tiles:
- = "Off Switch": A switch that is turned off.
~ = "On Switch": A switch that is turned on.





Basic Actions:

Every player gets 3 AP (or 'Action Points') in the game as a standard, as well as 100 HP. There are ways to reduce or increase either based on certain treasures you may find, but the majority of the time, players are limited to doing a certain number of basic actions each turn. Certain actions are mutually exclusive with each other, and thus cannot be used at the same time. A list of Basic Actions is found both below and here.

Every turn, players are given 3 AP (barring negative debuff effects, positive Relic bonuses, or whatnot). A 'Stun' is considered a debuff that sets AP to '0'. Turns last 24 hours (i.e. - updated every 24 hours).

Spoiler for List of Basic Actions and "Stances":
General:

Movement (1 AP): Move your character in one of the 8 directions (NW, N, NE, E, SE, S, SW, W); you cannot move outside of the Grid however, nor can you bypass any of the Walls (pink tiles marked with a hash symbol, '#'). Movement is key for Relic Sweeper; players have an abundant amount of tiles to search treasures for, and thus must move efficiently should they want to win.

Trade (0 AP): If you and another player wish to swap items (for any reason), both players must be on the same tile and agree to Trade certain items. Once finalized via a PM (personal message), the host will then swap their items accordingly for their inventory.

Stances:

Stances are a unique feature of this game: in every tile you visit, players have a choice to select which stance they go into, assuming they have the required amount of AP. It's important to note that the various '?' tiles can only have their true contents revealed if a player uses any of the following stances (except 'No Stance').

No Stance (0 AP): You do not take a Stance in that tile; if it's a '?' tile, the contents of that tile are not revealed. You must specify this Stance while sending in your moves.

Explore (0 AP): Ignores Cautious/Defend stance players, and allows you to pick up any and all item(s) in that tile if there's no other contenders, as well as interact with switches. This stance is the 'default' stance that players will use.

Investigate (1 AP): Ignores Cautious/Defend stance players, and allows you to pick up any and all item(s) in that tile if there's no other contenders, as well as interact with switches. Grants 2 bonus AP for the next turn if you pick up any Relic or key (non-stacking after a successful investigation).

Fight    (1 AP): Deals 5 damage to players in that hex, and if they're investigating/exploring a potential item, take it instead.

Assault (2 AP):   Deals 10 damage to players in that hex, and if they're investigating/exploring a potential item, take it instead. Killing or damaging a player with this action yields 2 AP for the next turn (stacking).

Defend (1 AP): Reflects all damage from any Assault/Fight Stance and stuns those players for 1 turn. Reduces damage taken by danger tiles ("X", "!", "^") by 50% should you step into them. Generally useful if you feel that you are going to be attacked or if you might be entering dangerous tiles.

Cautious (2 AP): Reflects all damage from any Assault/Fight Stance and stuns those players for 2 turns. Reduces damage taken by danger tiles ("X", "!", "^") by 50% should you step into them. Killing or damaging a player with this action via the reflected damage yields 2 AP for the next turn (stacking).

The stances come and go in a 'Rock, Paper, Scisscors' type of match up:
-Between an Assault/Fight vs. Investigate/Explore, the Assault/Fight player will damage the latter player, and potentially take any item on that tile as well.
-Between a Cautious/Defend vs. Assault/Fight, the Cautious/Defend player will reflect all damage to the latter player and stun them.
-Between an Investigate/Explore vs. Cautious/Defend, the Investigate/Explore will simply pick up any items on that tile, and move on.

Ties of course happen:
-Between two or more Assault/Fight players, they both deal each other damage, and no items are picked up.
-Between two or more Cautious/Defend players, they both do nothing.
-Between two or more Investigate/Explore players, they end up being unable to pick up any item (but switches are affected still)
-Between a mexican standoff of ALL stances (one Assault/Fight, one Cautious/Defend, and one Investigate/Explore), no items are picked up, but all damage/stuns/effects still occur between the 3.


All Basic actions occur per their order.

Spoiler for Example:
Two player actions are as follows (they both start on the same spot).

Player A: Move South, Move South, Move East (3 AP used)
Player B: Move South (No Stance), Move South + Fight Stance (3 AP used)

For the first action, both players move south in the same tile, but Player A unveils the contents of that tile (and gets any items/triggers any switches that are there), since Player B chose to not Explore it as their default stance.

For the second action, both players move south again into the same tile, but Player B has used a Fight Stance, allowing him to deal 5 damage to Player A and take whatever items located in that spot (Player A, however, triggers any switches there).

For the third action, Player A has already moved East and explored that tile (unveiling its contents), while player B is still left in the previous spot.



Relics:

Throughout the game, you'll uncover a variety of relics based on the 12 elements, that can help you and your teammates or cause untold chaos and misfortune on your fellow competitors. Some of them are easier to obtain than others. Some of them work better with other Relics than others. But in any case, every Relic has a gift, and you can see the full list here: https://docs.google.com/spreadsheets/d/1M2XzkavwHyCmSOBjuXTLroooJUwZr3zxDaVME11Rnlk/edit#gid=1811476006

In that sheet, players can find who owns which relic, assuming it has been picked up at all.

Relics do not cost ANY AP to use, but do have a cooldown associated with them if they're activated (assuming they are not passive bonuses). Players must wait the required amount of turns to use the Relic again - in addition, certain relics take priority over others if certain ones are used (or attempted to be used) at the same time. For a list of those relics by Precedence, the following tab can be found here: https://docs.google.com/spreadsheets/d/1M2XzkavwHyCmSOBjuXTLroooJUwZr3zxDaVME11Rnlk/edit#gid=2022479732



Getting Killed:

If a player dies (health hits zero or goes negative) while holding any number of Relics or Keys, their Relics and Keys are temporarily placed on the tile that they died in, or an adjacent/the nearest "." tile, and exposed to everyone as a simple '$' tile to pick up.

While you are dead, you cannot do anything in the game, UNLESS one of the following happens:
-Someone revives you through the use of a Relic.

Try not to die. :)



Sign-ups:

Remember that players can sign-up at any time, before or after the game starts; in order to confirm a team, players must all agree to the team, as players cannot be 'removed' or substituted once they join forces; the players that form a team may not have more than 4 relics upon merging together.





Time until the game begins: NOW!
« Last Edit: October 08, 2015, 08:37:23 am by Kuroaitou »

Offline KuroaitouTopic starter

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Re: Relic Sweeper - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=59770.msg1207883#msg1207883
« Reply #1 on: October 01, 2015, 09:35:36 am »
Misc. and Q&A:

EDITS:
-Made minor note about players wanting to specify their own starting position.
-Added 'upper limits' on joining teams; players can no longer join teams if they have a certain number of Relics to avoid 'secret team' exploits.
-Added forgotten part regarding 'Getting Killed' --- Non-participant revival now removed.
-Added forgotten part regarding turn duration (24 48 hours) --- Time now extended to 48
-Added the " tile, which stands for a used '*' Fountain tile on the map
-Made numerous Relic re-balancing efforts. Added column for Rarity of Relics, reorganized pages so that Owners and Rarity are to the left of the Relic description.
-Allowed antiaverage to add timer to the top of the page (thanks anti!)
-Added list of current Day links above Q&A section below.
-Poll added and removed regarding Fight/Assault stance balancing (damage has been now doubled)
-List of relics used during a day will be stated as such from Day 8 onwards





LINKS TO THE CURRENT/PREVIOUS DAY(S):

Day 1 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1208536/#msg1208536
Day 2 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1208859/#msg1208859
Day 3 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1209176/#msg1209176
Day 4 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1209510/#msg1209510
Day 5 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1209862/#msg1209862
Day 6 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1210208/#msg1210208
Day 7 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1210613/#msg1210613
Day 8 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1211064/#msg1211064
Day 9 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1211340/#msg1211340
Day 10 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1211929/#msg1211929
Day 11 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1212243/#msg1212243
Day 12 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1212506/#msg1212506
Day 13 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1212711/#msg1212711
Day 14 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1212978/#msg1212978
Day 15 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1213264/#msg1213264
Day 16 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1213474/#msg1213474
Day 17 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1213749/#msg1213749
Day 18 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1214038/#msg1214038
Day 19 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1214301/#msg1214301
Day 20 - http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1214566/#msg1214566
Day 21 - ?
Day 22 - ?
Day 23 - ?
Day 24 - ?
Day 25 - ?
Day 26 - ?



HOW DO GHOSTS WORK? (See spoiler)
Spoiler for General mechanics of the 'BOSS' and whatnot - AKA THE PM I SENT TO ANTIAVERAGE SO READ IT EVERYONE KTHXBYE:
Hey antiaverage,

This might be slightly lengthy, but either way, I hope you have fun. Here we go:



As a special 'player', the BOSS, your win condition does not rely on collecting a certain quota of relics. Rather, you must fulfill one of these conditions:
  • Kill every single player in the game besides you, or have all other active players be dead.
  • Force every single player that is still alive into an 'O' or outside/boundary tile (basically, remove everyone from your dungeon).

If you win, the person/team with the highest amount of relics towards their goal is given 2nd place (if they are tied, they'll be tied for 2nd place). Based on the 2nd place winner, you will receive the 1st place prize of THEIR win (i.e. - if the 2nd place winner was an non-team participant with 8 relics, you get 8 points because that's the prize for the 1st place winner for a non-team participant that won with 10 relics).

You are, after all, the guardian of your relics (or Relic 'Maze' :P ).



On Day 17, your character will be placed onto the map; you must choose a non-boundary/non-wall tile (or basically, any tile that's not an 'O' or a '#') to use as your starting position, so when you get this, respond back to regarding what tile you're going to 'appear' at. Failure to respond will result in randomization (you may be put in a bad place...).

From then on out, you can basically control all 12 ghosts found in the 'MAIN GRID' tab of the googledoc spreadsheet found here: https://docs.google.com/spreadsheets/d/1M2XzkavwHyCmSOBjuXTLroooJUwZr3zxDaVME11Rnlk/edit#gid=0

The ghosts are below the main grid on the right side (you'll have to scroll down). Your puppets have an infinite amount of health technically, represented by a '?' mark, and thus cannot take damage. Their names are labeled 'antighost (letter)'; if you want to rename them, notify me ASAP, but try to make the names easy please. ^^;;

As stated in the thread:
  • All ghosts can only move 2 tiles per turn in any direction, similar to the 'ghost' summoned by the Legendary Skull of Haunts.
  • Ghosts cannot move into any 'O' (opening) tile, as they are bounded within the Relic Maze dungeon
  • Ghosts cannot interact with any switches, use any fountain, nor pick up any relic or key. Their stances are always 'No Stance'.
  • Ghosts (NOT the boss - i.e. antiaverage) are immune to damage, including damage from traps, weapons, stances, and other effects.
  • Ghosts may bypass and enter '#' (wall) tiles and exit them.
  • A new ghost may be summoned when two players are killed.
  • Ghosts will either disappear upon having its host killed (antiaverage), or entering the same tile that a player enters. The player and the ghost in the latter case both die.

You cannot die by your own ghosts however. Lucky you! :D



However, your own mechanics are slightly different compared to the ghosts, but you have a few drawbacks and perks in comparison (I'll be announcing these on the Day 16 thread as well):

  • You start off with a whopping 200 HP, double of normal players, but not 'undefined' like the ghosts ('?').
  • You can only move two tiles per turn in any direction, making you move like a ghost. However, you CANNOT bypass nor enter any wall tile.
  • Your stance is -always- 'No Stance', meaning again, you cannot interact with any switches, fountains, relics, or keys on the map. This also means you cannot defend against/damage players via stances.
  • You are not immune to any damage from traps, weapons, stances, and other effects. You can be killed by ghosts summoned via 'Skull of Haunts'. You can be stunned and given status effects also.
  • You cannot leave the dungeon at any time, as it's your prerogative to make everyone else leave (i.e. - you're protecting your dungeon!), so you cannot enter any 'O' tile. Players cannot 'push' you to an boundary tile via movement-based relics or tricks (i.e. - Heavenly Fan, Boilseyin's Magnet, etc.).
  • If you fail to send in your moves, you will automatically lose 50 HP.
  • Finally, you have SIX interesting abilities unique to you only as a player - your abilities take precedence before relics, and cannot have their cooldowns or effects negated by relics, but you may only use up to two of them each day:
    • Sleepwalk (ER): You can move four tiles during the current turn in any direction, but your ghosts are put to sleep (i.e. - immobilized).
    • Endanger (ER): Transforms a visible '.' (blank) tile into a '^' trap, or upgrades a current trap into a more deadly one (i.e. - '^' -> '!', or '!' -> 'X'). Transforming a tile with a player on it does not harm them if they move out of that tile by the end of the day.
    • Possess (ER): Move one dead player (corpse) up to three squares in any direction/path you wish. YOU are immobilized during this use however.
    • Revert (2U): Restore 25 HP to yourself, but you must choose five (5) used fountain tiles ('`') to be restored back to their original '*' non-used state. Failure to choose fountains will result in all dead players being revived.
    • Necromancy (EoR): All dead players the current day are given 'Assault Stance', and will deal 20 damage to any alive player (except you) who enters their tile. They are not revived nor pick up relics if they kill someone via this ability.
    • Vanish (2U): You become invisible for the next two days, but all damage you take during the current day and while invisible is tripled.



With that being said, one last thing. Since you're the 'BOSS', it comes naturally fitting that upon defeat comes a wonderful treasure: if you die, all players that contributed towards the killing blow will be:
-healed to full,
-teleported to the center-most tiles (specifically, M14-N15, dependent on their starting positions),
-and ALL legendary relics will be open to them for grabs (i.e. - no more locked chests upon teleportation).


The walls surrounding those relics will be lowered two days after your death. (This of course, can be negated if the players figured out how how to operate the corner switch walls to open the legendary set).

PLEASE ask questions if you have any, and if not, send me what tile you'd like to start on ASAP so I can put you in for Day 17. ::)

Good luck!

-Kuroaitou


Q: do cooldowns also take place once the item is picked up? (dawn to dusk)
A: Cooldowns only occur when a Relic is used; if it's not used, and then dropped due to death, the Relic is fresh to use; if a person uses a Relic, dies, and drops their Relics, the next person to pick it up may have to deal with the remainder of the cooldown otherwise. Cooldowns still tick down each turn whether or not they are currently being held by someone or not.

Q: What's with the 'Player Notepad' tab in the google doc?
A: I've decided that in case players get bored or want more easy-to-access communication, there's a little tab that players can edit to type in stuff to each other. Originally, it used to be the brainstorming sheet for Relic Names (thanks Z!), but now I decided to keep it there just because. If it starts to become too much in regards to player conduct however, I'll remove it.

Q: How long do turns last? (Ginyu)
A: 24 48 hours. Always updated around the same time.

Q: Can fountains be used once during the game or once for each player? So if, for example, Fippe activates a fountain, will ddevans be able to use it too? (Submachine)
A: Fountains can only be used once during the game. If someone activates it (prematurely or otherwise), no one else can use it...

ORBIT-RELATED QUESTIONS (::)):
Q: One turn is one day, right? I'd like to know how Oribt works - if I cast nuke with 1 as chosen digit, it will be casted next day on one tile, right? So for the whole day that tile will deal damage? (TiankPL)
Q: I assume that Cautious or Defend don't block Orbit's damage? (TiankPL)
A: Correct - one turn = one day. So if you cast Orbit on an NxN tile (with N being a positive integer), it'll take N turns for it to deal damage. In other words, if you cast a 1x1 (single tile) Orbit damage, the damage occurs the following turn essentially (not the current turn, or else that would be 0 turns).

Cautious/Defend cannot block Orbit's damage.

Q: Does it do damage before everyone gets to move, after everyone have moved, or during the whole turn? Do you still take damage if you just pass through the area during the turn? (Fippe94)
A: ...it does damage ONLY BEFORE everyone moves. In other words, it's more of a 'prediction-based' weapon, similar to the Sorcerer's Fire-Meteor spell from Diablo. If you mistime it (or in this case, don't approximate the area and time it'll take for the meteor to strike your target correctly), the weapon misses essentially. Players that pass through AFTER Orbit hits doesn't get damaged by it. Otherwise, it does some pretty hefty damage..


Q: What order does stuff happen in? For example, all the Relics go first, I know that. But we each have to send in (up to) three moves. Do all the first moves and stances go first, followed by all the second moves? Or does each player do all of their moves and stances at once, in a certain order? (Clean0nion)
A:
Spoiler for Extensive Answer:
First moves + the stances associated with them go first, followed by second moves and so forth. For example:

Actions of 4 players (all on the theoretical same tile)-
Player A: Move North Investigate, Move East
Player B: Move North Assault
Player C: Move East, Move North Fight
Player D (with one bonus AP due to a Relic): Move East, Move Northwest Fight, Move East Fight

First move: A & B both move north; B attacks A dealing damage, and obtains any relics/items in that tile instead of A. However, A will activate any switch in that tile, as the Fight/Assault stances do not. Players C & D both move East, and cannot obtain any relics in that tile as it's a draw between the two stances.

Second move: Player A moves into the tile east of that using explore, while Player C moves up north to fight him, again, dealing damage and obtaining any bonuses from that tile instead of A, but not triggering any switches. Player D, however, moves northwest to fight Player B (whose stance has expired), and deals damage to B. Player D does not obtain any relics/bonuses, as B has already gotten them from A already.

Third Move: Player D moves East and Fights both A & C (whose stances have expired), dealing damage to both of them, but not obtaining any relics/treasures (Player C would have already gotten them).


Hypothetically speaking, if everyone gets into a 'Mexican Standoff' or 'draw' in a tile (everyone uses explore on the same relic tile) on the same MOVEMENT, no one obtains any relic. Likewise, again, if two people are in fight stance, one is in explore, and one using defense going to the same tile, no relics are obtained on that movement (they all cancel each other out). BUT, a person who enters that tile right after for the second movement using Explore (and is the only person entering that tile), they are the ones to obtain any relic/bonus.

Thus, if you all enter a tile and the relic is still there, you need to exit/re-enter the tile with the right stance to either take the relic, or stun the player to prevent them from taking any action in the future...

Q: Also, if I move diagonally against a wall, do I slide vertically/horizontally against it, or is my move cancelled? (Clean0nion)
A: For walls, you uh, "slide" I guess. O_o Your move won't be cancelled as long as you don't do something like, 'Move + Investigate' directly INTO a wall tile. But adjacent? You're fine.

Q: What order does stuff happen in? (Clean0nion)
Q (Continued)
Spoiler for Hidden:
For example, all the Relics go first, I know that.
But we each have to send in (up to) three moves. Do all the first moves and stances go first, followed by all the second moves? Or does each player do all of their moves and stances at once, in a certain order?
A:
Spoiler for Hidden:
First moves + the stances associated with them go first, followed by second moves and so forth. For example:

Actions of 4 players (all on the theoretical same tile)-
Player A: Move North Investigate, Move East
Player B: Move North Assault
Player C: Move East, Move North Fight
Player D (with one bonus AP due to a Relic): Move East, Move Northwest Fight, Move East Fight

First move: A & B both move north; B attacks A dealing damage, and obtains any relics/items in that tile instead of A. However, A will activate any switch in that tile, as the Fight/Assault stances do not. Players C & D both move East, and cannot obtain any relics in that tile as it's a draw between the two stances.

Second move: Player A moves into the tile east of that using explore, while Player C moves up north to fight him, again, dealing damage and obtaining any bonuses from that tile instead of A, but not triggering any switches. Player D, however, moves northwest to fight Player B (whose stance has expired), and deals damage to B. Player D does not obtain any relics/bonuses, as B has already gotten them from A already.

Third Move: Player D moves East and Fights both A & C (whose stances have expired), dealing damage to both of them, but not obtaining any relics/treasures (Player C would have already gotten them).


Hypothetically speaking, if everyone gets into a 'Mexican Standoff' or 'draw' in a tile (everyone uses explore on the same relic tile) on the same MOVEMENT, no one obtains any relic. Likewise, again, if two people are in fight stance, one is in explore, and one using defense going to the same tile, no relics are obtained on that movement (they all cancel each other out). BUT, a person who enters that tile right after for the second movement using Explore (and is the only person entering that tile), they are the ones to obtain any relic/bonus.

Thus, if you all enter a tile and the relic is still there, you need to exit/re-enter the tile with the right stance to either take the relic, or stun the player to prevent them from taking any action in the future...

Q: To open a chest all players having keys must be on chest's tile, but do we need to re-enter a tile to get treasure? Or does the stance right after move into chest's tile matter in this case? (TiankPL)
A: Keys are automatically used regardless of the stance you're in (including 'No Stance'), so the initial stance all members take to enter the chest tile basically determines what happens to the locked relic.

Q: Can Relics with a cooldown of 1 be used every turn, or every other turn?
A: Correct. Cooldown of 1 = every other turn essentially. Cooldown of 2 = every other two turns. And so forth. There are no relics that you can spam everyday (except 'Passive' relics, technically). ;)

Q: Does Burning take effect at the end of a turn, or elsewhen?
A: Always at the end of a turn, after all other damage is applied.

Q: Question: if 2 players from a different team walk into the same ghost during the same turn, who dies? (Submachine)
A: http://elementscommunity.org/forum/forum-games/relic-sweeper-by-kuroaitou/msg1213704/#msg1213704

Q: When a second ghost disappears after a kill, where can the new ghost spawn and how much control do I have over choosing the spawn point?
When a new ghost spawns, but the turn is not yet over, can the ghost instantly move that turn, potentially chasing other players? (antiaverage)
A: When a new ghost spawns, it always spawns to the nearest 'corner 'L' wall' found in the quadrants of the map. So if the ghost kills a player on say, H7, and a new ghost is to be spawned, it'll be spawned in the corner wall to the northwest (specifically on the '#' wall tile that doesn't rotate).
Sadly no, when the new ghost spawns, it must wait for the next day to move. This might change however if the map remains static. >_>

« Last Edit: November 13, 2015, 01:28:36 am by Kuroaitou »

Offline Linkcat

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Re: Relic Sweeper - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=59770.msg1207884#msg1207884
« Reply #2 on: October 01, 2015, 09:36:44 am »
In.
Interested in running a Forum Game? PM me or drop by the Transfer Thread and we'll see what we can do.

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Re: Relic Sweeper - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=59770.msg1207886#msg1207886
« Reply #3 on: October 01, 2015, 09:41:02 am »
snine

EDIT: Starting at D27
« Last Edit: October 01, 2015, 11:35:06 am by dawn to dusk »

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Re: Relic Sweeper - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=59770.msg1207887#msg1207887
« Reply #4 on: October 01, 2015, 09:50:28 am »
In, now to read the rules, and kick butt  ;)
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Offline Submachine

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Re: Relic Sweeper - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=59770.msg1207888#msg1207888
« Reply #5 on: October 01, 2015, 09:56:26 am »
Yay for new FG! :)

Question: How long will participating take if we assume that I don't die early?
And we keep driving into the night
It's a late goodbye, such a late goodbye...

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Re: Relic Sweeper - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=59770.msg1207889#msg1207889
« Reply #6 on: October 01, 2015, 10:01:41 am »
Yay for new FG! :)

Question: How long will participating take if we assume that I don't die early?

If players work in a isolated manner, about a month tops I believe. :)

If they're more intense though: in cooperation, 2 weeks. With extreme prejudice and competition against one another - 3 months.  :-X

Offline dawn to dusk

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Re: Relic Sweeper - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=59770.msg1207890#msg1207890
« Reply #7 on: October 01, 2015, 10:03:26 am »
3 months it is

Offline ddevans96

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Re: Relic Sweeper - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=59770.msg1207891#msg1207891
« Reply #8 on: October 01, 2015, 10:03:38 am »
In :3
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Offline Linkcat

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Re: Relic Sweeper - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=59770.msg1207893#msg1207893
« Reply #9 on: October 01, 2015, 10:06:03 am »
Interested in running a Forum Game? PM me or drop by the Transfer Thread and we'll see what we can do.

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Re: Relic Sweeper - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=59770.msg1207902#msg1207902
« Reply #10 on: October 01, 2015, 11:27:22 am »
in
Try Fragments, my card game!

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Re: Relic Sweeper - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=59770.msg1207903#msg1207903
« Reply #11 on: October 01, 2015, 11:29:37 am »
I'm in.

Edit: spawning at Z8
« Last Edit: October 01, 2015, 12:04:17 pm by dworthy »

 

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