Lockpick: Difference between revisions
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| strategy=
| random_chance=
| game_mechanics=Dice
| theme=
| BGG_Link=[https://boardgamegeek.com/boardgame/327019/lockpick Lockpick]
| game_status=
| version_num=1.
| release_year=
| language=English
| footnotes=
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|{{PL|::SML|red|4em}} {{PL|::SML|orange|4em}} {{PL|::SML|green|4em}} {{PL|::SML|dodgerblue|4em}} {{PL|::SML|purple|4em}}
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|style="text-align:center"|{{PL|:6|black|3em}} {{PL|:ColorBlue|dodgerblue|3em}}
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|}
You need:
* The Color Die▼
* A six-sided die
▲* The Color Die
* Zark City cards, Rage
* 15 pyramids, one trio from each color on the Color Die
==Goal==
Freeze all three tumblers in each of the five firewall locks before the hack is detected. (Dispensing with the thematic language, the goal is to remove all 15 pyramids by making sets before you run out of cards to draw.)
==Setup==
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<div style="text-align:center">'''Example Pop and Push'''</div>
The player rolls {{PL|:ColorRed|red|2em}} {{PL|:6|black|2em}} on her first turn. She Pops six codes (draws 6 cards) from the red Code Stack deck. For easy tracking in our diagram, let's say that, improbably, the cards she has drawn are {{
[[Image:Push-Example01.jpg|500px]]
===Set===
While you are laying down cards, it would be wise to try to arrange things so as to create sets within the columns. A set consists of three cards of a matching value ({{
{|style="text-align:center; border-spacing:4px; border: 1px dashed black;"
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|colspan=6 style="text-align:center; padding:20px;"|'''Example Sets'''
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|style="background-color:palegreen; vertical-align:bottom;"|valid<br>3-of-a-kind set
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===Jump===
To Jump is to move a single card from one column to another. The Jump action becomes available to you whenever the color-die tells you to draw from a Code Stack that is empty. To perform a Jump, look at the color and quantity you rolled. Scan the columns for cards that match the color you rolled. Now look at the most recently placed card of any of the Pick Stack columns, and count up the column, stopping at or before the number you rolled. If you reach a card of the right color, you can take it into your hand and place it on any Pick Stack column, including the one from which the card was just removed. After placing the card, Lock In any sets if possible (by discarding
:'''Example Jump'''
The player rolls {{PL|:ColorBlue|dodgerblue|1.5em}} {{PL|:4|black|1.5em}}. There are no cards left in the face-down cyan Code Stack deck, so the player decides to Jump. There are 7 cards in the red Pick Stack column. Counting from the most recently placed card ({{
{|style="border:2px solid green; border-collapse:collapse;"
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|style="border:1px solid; text-align:center;"|set forms in red column<br>as a result
|}
Note that the {{
==Game End==
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*Even after all three tumblers of a color have been Frozen, cards are still Locked Into the Lock Stack.
*If there are not enough cards in the Code Stack pile to equal the die roll, but there are at least some, the player simply draws all the remaining cards.
*If
*If the player notices a Set of cards she failed to Lock In previously, she Locks In the cards immediately, even during another action.
*If the player rolls a wild, she may choose a color which allows her to Pop cards or Jump cards. If she chooses a vacant stack which allows her to Jump, she may then further choose to refrain from Jumping, thus effectively passing the turn.
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