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Korovev

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  1. A recreation of the homonymous table game from Return to Zork. One player is the Wizard, the other is the Canuk. The Wizard moves first, like the knight in the game of chess: one column in a direction, two in the other. The starting column is raised by one. The Canuk can move to any unoccupied column to block the Wizard's movement. For the Wizard to win, all the columns must be raised except the one they are occupying. For the Canuk to win, they must force the Wizard to move on a raised column. The Wizard is allowed to pass on any turn. The column configuration is the regular 4x4 grid, with a raised wall around it for spectators. Alternatively, the game could be played on a 5x5 grid.
  2. An adaptation of the Q*bert videogame. Rules are a work in progress, suggestions are welcome. Start by setting the columns, and put markers on some of them. Player A starts on the top, Player B at the bottom. Both players try to get all the markers in a given time (e.g. 2 min). The added difficulty of jumping up could be compensated by giving Player A more markers. Players can never stand on the same column at the same time.
  3. Originally posted on http://www.heywetried.com/jalak by: CarlPalmner 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
  4. Originally posted on http://www.heywetried.com/jalak by: CarlPalmner 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.
  5. Originally posted on http://www.heywetried.com/jalak by: Sheykan Start the barrier around the field Jalak. Choose your angle and your arms. Lower the angle chosen at least 3 times. Now, both players (but you can also play in 3 or 4) are put in a box adjacent to the station. One of the two sends down a ball. The two contenders trying to catch her jumping. Then the challenge begins. Each player may use any means ... opponent throw objects up or down the pillars (do not touch the pillars on the corner). The goal is: to throw the ball in the 'hole' in the corner of the opponent. The winner is the first who threw three balls (total memory that the spheres are 5). P.s.: i used google translate...if you don't understand..i will post the game with my translate (this P.s. is my translate ).
  6. Originally posted on http://www.heywetried.com/jalak by: ian1 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. 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: A player may not move onto the same square as an active opponent. (what I mean by active will be explained further down.) 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. 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. 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. 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: Though it's probably not possible anyway, a cube may not be pushed onto a higher column. A cube may not be pushed onto a column occupied by a player, active or inactive, or another cube. A cube with a player standing atop it cannot be pushed. 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. 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. 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.
  7. Originally posted on http://www.heywetried.com/jalak by: Arrhae 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.
  8. Originally posted on http://www.heywetried.com/jalak by: CarlPalmner Jalabyrinth is so-named because it was sort of loosely inspired by the board game "Labyrinth". It has gone through several stages of rule-modification and playtesting, and the result is what I hope to be a balanced strategy-game in which the second player CAN gain advantage over the first player with skillful playing, and which is unlike (as far as I know) any other game in the registry. ***SETUP*** Flatten the board to the bottom. Place one small cube in each corner, one player in the corners with the cubes, and raise the corners with the cubes one level. ***GOAL*** To be the first to get your cube to the opposite corner (I know, you've seen this before...but wait until you see the rules). ***RULES*** Turns: Players take turns. When it is NOT your turn, you must remain in one place. You may turn in place but not jump or move. A turn has two phases--a mandatory row-raising phase and an optional cube-movement phase. The row-raising phase must come first. Row-raising phase: You must raise one ENTIRE ROW of five columns. The row can be horizontal or vertical on the board, but NOT diagonal. You may not move your cube during this phase. You may NOT lower any columns during this phase. You can move and jump around the board as much as you want, and as much as the current configuration of the columns allows, provided you do not touch your cube or the other players'. As long as you can reach all the columns in a row with your KI-ray, you can raise that row. Cube-moving phase: After you have raised a row of columns, you may move your cube ONE column to any adjacent column (no diagonals). It should be impossible to move the cube to a higher level, but this is against the rules just in case. You CAN move the cube to a lower level, but doing so comes with a price: your opponent will get one extra cube-move on his next turn. You can never move your cube onto a space occupied by your opponent's cube. Ending your turn: You can move your cube around a bit on its new column, even move it onto other columns to help you position it, so long as it is back on the new column before you say you are done. Your turn is over when you say it is over. At this point your opponent is free to move--and you are NOT, so make sure you and your cube are positioned how you want before you say you're done. ***STRATEGY TIPS*** The first player has the usual obvious advantage--s/he gets to go first and so, if both players advance one space each turn, the first will inevitably win. What balances this out is the cube-drop rule--if you drop your cube a level, your opponent gets to advance TWO spaces on the next turn, gaining the advantage. So as Player 1, your best strategy is to do your best not to have to drop your cube's level, or to block off Player 2 in such a way that the extra move won't help her/him if you do. If you're Player 2, your best strategy is to try to raise rows in such a way that Player 1 will be forced to drop his/her cube, giving you 2 moves and thus, the advantage.
  9. Originally posted on http://www.heywetried.com/jalak by: Sheykan Shorah, I am Sheykan of Italian Bevin. Excuse my English. I used a translation program. I hope we understand the same. We come to play. It is like Battle Ship. It rose to 4 notches central columns. Each player places 2 small cubes in his area of the game. Do not look beyond the wall:). Player 1 calls a pillar of player 2 that will raise the column to show its contents. If the player 1 (or 2) calls the column where the player 2 (or 1), the player will have to turn away, walk back up the wall central raise the column and only in this case can lower the column to return in its place. The images show the preparation of the pitch and swing. (Sorry for written in Italian ? )
  10. Originally posted on http://www.heywetried.com/jalak by: ResoluteGuardian ...Maybe not exactly a torii, but it's sorta Japanese-looking.
  11. Originally posted on http://www.heywetried.com/jalak by: frankenscarf Day Two of Jalak availability.
  12. Originally posted on http://www.heywetried.com/jalak by: Ace Field set-up Players must select a corner considered to be their "starting" corner. In a 2-player game, the players must pick opposing starting corners. Goal: move your small cube from your starting corner to the opposing corner. Rules Players in a 2-player game alternate turns. Players in a 4-player game take turns sequentially by opposing corners: high, high, low, low. A turn is defined as either: raising or lowering a single pillar by one level, or pushing one cube from the pillar it’s on to any other pillar that can be reached without pushing the cube diagonally or changing the cube's level. (exceptions: see rules seven and eight) A player may raise or lower any pillar on the field. A player in a 2-player game may push any cube on the board except the small cube that started in his opponent’s corner. Players in a 4-player game cannot push any of the opponents’ small cubes. No two cubes may finish a turn in the same space. Small cubes may pass “through” each other’s spaces when being pushed, but small cubes cannot pass through a space occupied by a big cube, or vice versa. A small cube that is two levels or more above any adjacent non-diagonal pillar may be pushed off of that pillar onto one of the adjacent non-diagonal pillars. This counts as a turn, and is subject to rule five. A small cube adjacent to a pillar that is more than two levels below any adjacent non-diagonal pillar may be pushed down to that pillar. This counts as a turn, and is subject to rule five. First player to push the small cube from his starting corner into the opposing corner wins. Players may walk or stand anywhere on the board as long as they don’t interfere with the gameplay. A cube or pillar may not be moved back to the last position it occupied until the next turn of the player who moved it from that position. [in other words, you can't just reverse another player's move] A player or players who force a draw lose the game.
  13. Originally posted on http://www.heywetried.com/jalak by: Alex-Macintosh 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. 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: 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). 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. 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.
  14. Originally posted on http://www.heywetried.com/jalak by: BobLishman Archway comprising of 4 large cubes, one long oblong and one triangular bloc…
  15. Originally posted on http://www.heywetried.com/jalak by: AlKaera Commemoration Art - World Trade Center Towers Decided one Age should remain connected to another Age.
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