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Cube Trap (first draft of rules)

First of all, please note that this game is a work in progress. I haven't tested this game yet, and will probably add a revised version of these rules once the games been thoroughly tested. If you've played by these rules, and have suggestions for rule changes, please give them in the comments. If you would like to play this game with me in Uru, please contact me at KI#: 529399

Setup: First, set the columns to the middle and lower the four columns 2 notches that are diagonally adjacent to the center column. This will require you to lower columns on the outer rim first to get at the select columns, so reraise these outer columns once you have the proper columns lowered. Next, drop 4 big cubes and place one in each of the holes formed. Drop a final cube and leave it on the center column. The result should look like the formation in the image:

(note: I'd recommend that you save columns at this point.) The game may include 2-4 players. All players begin on a corner. If the game has only two players, they must begin on opposite corners.

Objective: The object is to make it so a player is unable to move from their column during their turn, thereby trapping them on their square.

Gameplay: The gameplay is turn-based, and proceeds counterclockwise from the player selected to go first. On a turn, the player must do 2 things: first, the player must raise or lower a column one notch. The restrictions for raising or lowering columns are stated further down. Next, the player must move one square orthogonally, but not diagonally. If there is a cube in the path of the player, it will be pushed to the next square over. Restrictions on cube pushing are also further down. When it is not a player's turn, they may not move from their square or raise or lower any columns, but they may look around as much as they like.

Column raising/lowering: The first stage of a player's turn consists of column raising/lowering. A player may only move 1 column 1 notch per turn. The columns that can be moved must be in the same horizontal or vertical row as the player. That is to say, the columns that can be moved are in a + formation radiating from the player. In cases where there are no cubes in either of these rows, a player's column-movement zone will extend to the edges of the field. If however, there is a cube in the movement-zone, then the player may not manipulate any columns beyond said cube. They still may manipulate the column on which the cube stands, and columns between the player and the cube, just nothing beyond the cube.
Of course, if the view of a column is obstructed to the point where it cannot be clicked in first or third person, then you will not be able to move that column.

Regular movement: Movement may (usually) be only one space per turn and to non-diagonal squares. Most other things are only restricted by the game physics (i.e., the player can't move to a column two or more notches higher than he is, etc.) There are, however a few restrictions:
1. A player may not move onto the same square as an active opponent. (what I mean by active will be explained further down.)
2. A player may not move onto the same column as a cube, unless they move on top of the cube.

Movement pertaining to cubes: When a player moves onto a square occupied by a cube, what will happen depends on the situation and the player's choice.
1. If the column the player is on is on level with, or one notch lower than the column the cube is on, they will only be allowed to push it to the next column over, staying on the column where the cube originally sat, unless the situation doesn't allow it to be pushed, in which case the player cannot move there at all.
2. If the column on which the player begins is one notch higher than the cube, the player may either push it or choose to jump atop the cube.
3. If the column on which the player begins is TWO or more notches higher, the player may either land atop the cube or cross the cube and land on the square opposite it (if available,) effectively moving two spaces in one turn.

Restrictions on pushing cubes:
1. Though it's probably not possible anyway, a cube may not be pushed onto a higher column.
2. A cube may not be pushed onto a column occupied by a player, active or inactive, or another cube.
3. A cube with a player standing atop it cannot be pushed.
4. In order to push a cube, the column on which you stand must be no more than one notch higher than that of said cube.
5. Though a cube may be pushed onto a column one notch lower than it's own column, pushing it onto a column any lower than that is not allowed. In other words, don't push a cube onto a column 2 notches or more lower than the cube.
6. Right-angle pushes (i.e. pushing a cube to the right or left rather than straight ahead) are illegal, with only one exception: if both the cube and the player are on an edge or corner column at the beginning of the move, right-angle pushes are allowed. This is to prevent cubes from getting trapped in corners or on edges. (note: be very careful when pushing a cube onto an edge column. If you push it too far, it will be impossible to dislodge.)

Winning and Losing: When a player cannot move from their square during their turn, they have officially lost. In a two player game, the game ends right there and the other player wins, but in games of more than two players, they must sit down to show that they are out. When a player is out, he goes from being an "active" player to an "inactive player" The column where he or she sits will no longer be able to be occupied by cubes, but other players may still use them. These "inactive player" roadblocks will not be able to move from their own columns until the game ends. Once a player is inactive, they will remain so for the remainder of the game. The last active player remaining in such games wins.

So that's how you play. Hope you enjoy it.

Arrhae's Marble Machine

One of the first things that I made when I saw Jalak... a machine to move marbles from the top of the screen to the bottom of the screen. It took me about 10-20 minutes to get the columns all set up, since this was before everybody knew about load/savecolumns. Drop marbles, and they go down in a spiral until they reach the bottom.

frankenscarf's picture

Ze Castle

Day Two of Jalak availability.

Jalak Ball

TEAM OPTIONS: 2 Teams required to play, but up to 4 teams can play.
SETUP: The Ref of the game must raise the four corner tiles once, that way there is an area for the teams (composed of 1 player each team or 2 players per team) to stay at. There must be 1 player/Referee who keeps score and controls the field and only that one person may control the field.
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NORMAL PLAY RULES: When the Ref (player and score keeper) drops the blue JalakBall to the center, All players must attempt to kick the ball into the opposing team goal area (identified by the symbol color on the raised columns tiles). The Red team's goal line is from the Red corner to the Green Corner, The Green corner's goal line is from the Green platform to the Yellow Platform and so on:
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When the Ball is kicked to an opposing team's forcefield (look below for Deathmath rules), the team that kicked it in scores. The ball must hit the forcefield and doesn't have to go through it. When the ball hits the forcefield, the Referee then removes the ball and drops it again. The first team to reach the set number of points wins.
OPTIONALS(Enforced by Referee) : Goalies are Optional, for 2 player teams (one kicking the ball one defending the goal)
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DEATHMATCH RULES:
The Forcefield in the JalakField is disengaged and any team mate (not including the referee, unless he/she falls, and is the only player on the team, then they can no longer play but remain Referee) that falls off the arena is disqualified and cannot return to play or recieve an invitation back until a new game begins . This means if you have 2 players on one team, and one player falls off, only the other player can participate this game. The Above normal match rules are then enforced (without forcefield).
OPTIONALS (enforced by Referee) : Goalies ^explained above. Players can all control the field.

Hope you enjoy and please feel free to drop me KI mail if you have any questions. My KI number is 8896669 and name is Alex-Macintosh. Hopefully soon I'll have a file saved so it can be made availible to load with a KI command.

Please do not claim this game as your own but ask if you'd like to share the rules on another site, via KI mail.

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