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}}
|-
|style="text-align:center"|{{PL|:6|black|3em}} {{PL|:ColorBlue|dodgerblue|3em}}
|-
|}
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==
[[Image:Lockpick_Initial_Setup_with_Labels.jpg|600px]]
Place all pyramids standing in a line grouped together by color, ordered
==How to Play==
In a nutshell, each turn you will draw cards, place those cards, and then use any sets of three that have been created to
You start each turn with zero cards in hand. Begin each turn by rolling both the color die and the six-sided die. The color die indicates which of the Code Stack decks you will draw from, and the six-sided die tells you how many to draw. So if you roll a {{PL|:ColorGreen|green|2em}} {{PL|:4}}, you will draw four cards from the green face-down Code Stack deck. This act of drawing is called "Popping." If the result of the color die is wild {{PL|:ColorAtom|black|2em}}, you may choose to draw from any color of the face-down Code Stack decks. Once you have cards in hand, you will Push (lay down) cards onto the Pick Stack columns. (If there are no cards left in the Code Stack deck that matches the die color, you ''may optionally'' perform a Jump on a single card. See Jump below.)▼
===Pop and Push===
<div style="text-align:center>'''Pop'''</div>
;Push: To Push is to lay down all the cards in your hand, one by one, onto the cascading card columns (the "Pick Stacks"). Begin by placing a card onto any Pick Stack column you wish. Then choose a direction (left or right) and place one card from your hand onto each column in the direction you chose. You can rearrange your hand any way you like before placing the cards onto the columns. When you hit the edge of the board, '''wrap around to the other side'''. Make sure to place the new card so that it cascades down from any previous cards: the values of all cards in the Pick Stack column should remain visible. See example below.▼
▲To Pop is to draw cards into your hand from one of the face-down Code Stack decks. You start each turn with zero cards in hand. Begin each turn by rolling both the color die and the six-sided die. The color die indicates which of the face-down Code Stack decks you will draw from, and the six-sided die tells you how many to draw. So if you roll a {{PL|:ColorGreen|green|2em}} {{PL|:4}}, you will draw four cards from the green face-down Code Stack deck.
;Set: While you are laying down cards, it would be wise to try to arrange things so to create sets within the columns. A set consists of three cards of a matching value ({{PL|🂩|purple|2em}} {{PL|🃉|dodgerblue|2em}} {{PL|🂹|red|2em}}) or three cards that form an ascending or descending run ({{PL|🃅|dodgerblue|2em}} {{PL|🂦|purple|2em}} {{PL|🃗|green|2em}}). Runs of cards can wrap around between the King, Ace and 2. Sets do not have to consist of matching suits.▼
;Lock In: If, after pushing all codes (laying down all the cards in your hand), any Pick Stack columns have three adjacent cards forming a set, you must Lock In these cards into the Lock Stack. Remove the three cards from the column and discard them to the Lock Stack (the common discard pile off to the side). Then Freeze one Tumbler by placing a standing pyramid on its side. Congratulations; you're that much closer to breaking in. The set cards do not have to be the most recently placed ones to be Locked In, If sets form due to cards' being pulled from the center of the columns, those sets must also be Locked In (discarded and used to knock over the pyramids above that column).▼
;Jump: Jumping may only be performed if the color-die tells you to draw from a Code Stack that is empty. To jump, 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 there are any cards matching the rolled color, you may take that card 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 them and knocking over a pyramid in the column it came from. Upon rolling a {{PL|:ColorAtom|black|2em}} wild, you are allowed to choose the color of a depleted face-down stack in order to do a Jump move. You are also allowed to choose a depleted color and then refrain from taking the Jump action, thereby effectively passing.▼
<div style="text-align:center>'''Push'''</div>
▲
<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.
[[Image:Push-Example01.jpg|500px]]▼
===Set===
▲
{|style="text-align:center; border-spacing:4px; border: 1px dashed black;"
|-
|colspan=6 style="text-align:center; padding:20px;"|'''Example Sets'''
|{{PL|🂥|purple|2.5em}}▼
|{{PL|🂲|red|2.5em}}▼
|{{PL|🃊|dodgerblue|2.5em}}▼
|{{PL|🂢|purple|2.5em}}▼
|-
|{{
|{{
|{{
|{{
|{{
|{{
|-
|{{
|{{
|{{
|{{
|{{
|{{
|-
|{{CD|:heart2|red|3em}}
|{{CD|:diamond10|dodgerblue|3em}}
|-
|style="background-color:palegreen; vertical-align:bottom;"|valid<br>3-of-a-kind set
Line 93 ⟶ 102:
|}
===
▲
▲The player rolls {{PL|:ColorRed|red|2em}} {{PL|:6|black|2em}} on her first turn. There are at least 6 cards on the Red Code Stack deck, so she pops 6 codes (draws 6 cards) from it. For easy tracking in our diagram, let's say that, improbably, the cards she has drawn are {{PL|🂱|red|1.5em}} {{PL|🂲|red|1.5em}} {{PL|🂳|red|1.5em}} {{PL|🂴|red|1.5em}} {{PL|🂵|red|1.5em}} {{PL|🂶|red|1.5em}}, and let's say that she has chosen to place them in that order. She decides to place her first card on the Green Pick Stack column and move left. The next cards go onto the Yellow, Red, Purple, Cyan and Green (again) stacks.
===Jump===
▲[[Image:Push-Example01.jpg|500px]]
▲
The player rolls {{PL|:ColorBlue|dodgerblue|
{|style="border:2px solid green; border-collapse:collapse;"
|style="border:1px solid;"|[[Image:Set_Example_Part_1.jpg|300px]]
|style="border:1px solid;"|[[Image:Set_Example_Part_2.jpg|300px]]
|-
|style="border:1px solid; text-align:center;"|cyan Ace card Jumps from <br>red to yellow column
|style="border:1px solid; text-align:center;"|set forms in red column<br>as a result
|}
Note that the {{CD|:diamond9|dodgerblue|2.5em}}, {{CD|:diamond6|dodgerblue|2.5em}}, and {{CD|:diamondj|dodgerblue|2.5em}} would also have been valid Jumps, but the {{CD|:diamond10|dodgerblue|2.5em}} was inaccessible because it was six steps up in its column, greater than the {{PL|:4|black|1.5em}} that was rolled.
==Game End==
To win, Freeze all
==Rules Reminders==
*
*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 the Code Stack pile that the player must draw from is completely empty, she may perform a Jump or pass.
*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.▼
==Terminology==
;Firewall: The set of 15 pyramids representing the security system to be broken.
;Tumblers: Individual pyramids representing the different parts of the firewall. Tumblers are
;Code Stack: Face-down cards representing the available codes. Cards are Popped off the Code Stacks.
;Pick Stack: Face-up cascaded cards representing possible codes. Cards are Pushed onto or Jumped between parts of the Pick Stacks.
;Lock Stack:
;Detected: The hack is detected by the security system when all Code Stacks are depleted.
▲*Popping cards and Locking In are mandatory actions when possible. Jumping is optional.
▲*If all three Tumblers of a color have been Frozen, cards are still Locked Into that color's Lock Stack.
▲*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.
==Notes==
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