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Jalak Knight Solitaire

I'm not sure if this game is winnable or not but I *think* it is. It is certainly challenging.

This is a game to play in Jalak when you can't find anyone else who wants to play Jalak games. The goal is to raise every pillar by 1 step without breaking any rules.

Setup:
-Flatten the field. It can be on any level except the top, but it must be "flat"--i.e. all pillars at the same height. Fine a starting pillar to stand on, and raise it by one step.

Rules:
-Each turn, you must jump to another pillar. The only pillars you can jump to are those a knight would be able to reach in chess--those located 2 squares away from you and 1 to either side, so that all possible moves form "L" patterns (see the end of this post for examples).
-If the pillar you land on is not currently raised (i.e. it is at the same level the pillars were at at the beginning), then you must raise it one step.
-If you land on a pillar you have ALREADY raised (i.e. it is one step above the starting level), then you must lower it one step (back to the starting level). IMPORTANT NOTE: If the pillar cannot be lowered (because all adjacent pillars are raised, so you can't reach the side of the pillar to click it), then you have made an ILLEGAL MOVE and you must either undo it (go back to your previous pillar), or start the game over.
-It may be possible, towards the end of the game, to arrive at a place where anywhere you go would call for you to lower a pillar that is impossible to lower. If this happens, you have officially lost the game.
-The game ends when you manage to get every pillar simultaneously in the "up" position (i.e., the field is flat again, but it is one level higher than it was when you started).

COUNT YOUR TURNS: Assuming it is possible to win this game (and I believe it should be), count the number of times you move until you win and keep track of the total. The lower your number, the better you did at the game. Try to beat your own best scores!

APPENDIX: LEGAL MOVES (based on the chess knight's move)

P = player
X = illegal move
O = legal move

X O X O X
O X X X O
X X P X X
O X X X O
X O X O X

Assuming the player is at "P", he/she can move to any square marked with an "O" on this grid, relative to the player's position. So, for example, the following are all possible scenarios:

X X X X X . . . X X O X O . . . X P X X X
X X X X X . . . X O X X X . . . X X X O X
X O X X X . . . X X X P X . . . O X O X X
X X O X X . . . X O X X X . . . X X X X X
P X X X X . . . X X O X O . . . X X X X X

Maze to the Middle

A note about the players: This game can be played with 2-4 players, but best results will probably be obtained with 4. In addition, it can be very helpful if another person is willing to act as a neutral party to "referee" the game and act as a constant Arbiter (see below for details on what the Arbiter does).

    SETUP

-Place a small cube in each corner
-Set up the playing field as follows (the numbers correspond to the number of clicks to raise that column to the appropriate height)
0 1 2 1 0
1 1 0 1 1
2 0 0 0 2
1 1 0 1 1
0 1 2 1 0
-Each player goes to a corner. If possible, a fifth NEUTRAL player should be present to act as Arbiter--otherwise, the 2-4 players can take turns acting as Arbiter.

    GOAL

-The goal of the game is to be the first to bring your cube to the center square of the playing field. Gameplay goes by turns, but during each turn, all players will be acting simultaneously (see the next section for details). Good players will be able to accurately predict other players' moves and use them to their advantage. If two or more players manage to do this at the same time, the game is a tie between those players.

    A SINGLE TURN

-If an extra person is available to act as a neutral Arbiter, this is helpful. If not, players will take turns acting as Arbiter.
-The Arbiter yells "Choose!"
-Each player picks out a column that they intend to raise or lower by one step, and positions his mouse-cursor correctly but does NOT click. Once each player has picked out their column, they indicate that they are ready by saying so.
-When ALL players are ready, the Arbiter yells "Go!" (Alternatively the Arbiter could give a 1,2,3 count and then yell "Go")
-Every player immediately raises or lowers his/her chosen column. If a player mistakenly moves a different column from what was intended, tough luck--gameplay continues.
-As soon as a player has clicked a column, he/she is free to move. Players may push their cubes AS MANY SPACES AS DESIRED, but only in ONE direction and the cube MUST remain on its level. So if you push your cube onto a square, you can keep pushing it in that direction ONLY, and only if the cube will not end up falling off of a column. Diagonals are not allowed--the player may move his cube forward or backward, or to either side.
-The turn is over when all players have pushed their cubes as far as they wish in the desired direction, and all indicate to the Arbiter that they are ready for the next turn.
-The Arbiter yells "Choose!" and the new turn begins. Gameplay continues until a player manages to get his cube onto the center square and wins, or a tie occurs.

    FINAL NOTES

-Special thanks to explorer "Sane", who helped me playtest the game and modify its rules.
-The game has not been playtested with more than 2 players but should, in theory, work even better with more players.

Sheykan's picture

Christmas tree

I tried to make a Christmas tree to Jalak ... how about? It looks like a Christmas tree?:)

Ps: we need a bit of imagination ... try to see a fir:)!

MERRY CHRISTMAS TO ALL THE LOVERS OF JALAK :)!!!

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Sheykan's picture

My new Relto (whit cascade:) )

Here is my Relto-Jalak:)! It is not hard to do ... but long! We must be careful to place on the rectangle triangle blocks, to allow the ball to fall without ruining everything:)!
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