Lockpick: Difference between revisions

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| theme=
| BGG_Link=
| game_status=PlaytestingComplete
| version_num=1.12
| release_year=20162020
| 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}} <font size="6em">🂠</font>{{CD|:cardback|black|5em}}
|-
|}
You need:
* The Color Die
* A six-sided die
* The Color Die
* Zark City cards, Rage cards, Five Crowns cards, or another five-suited deck with 13 ranks
* 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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===Pop and Push===
<div style="text-align:center>'''Pop'''</div>
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. When there are not enough cards to draw, but there is at least one, just draw as many as are available. A wild {{PL|:ColorAtom|black|2em}} roll lets you draw from any color deck.
 
 
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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 {{PLCD|🂱:heartA|red|12.5em}} {{PLCD|🂲:heart2|red|12.5em}} {{PLCD|🂳:heart3|red|12.5em}} {{PLCD|🂴:heart4|red|12.5em}} {{PLCD|🂵:heart5|red|12.5em}} {{PLCD|🂶:heart6|red|12.5em}}, 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) Pick Stack columns.
 
[[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 ({{PLCD|🂩:spades9|purple|2em2.5em}} {{PLCD|🃉:diamond9|dodgerblue|2em2.5em}} {{PLCD|🂹:heart9|red|2em2.5em}}) or three cards that form an ascending or descending run ({{PLCD|🃅:diamonds5|dodgerblue|2em2.5em}} {{PLCD|🂦:spade6|purple|2em2.5em}} {{PLCD|🃗:club7|green|2em2.5em}}). Runs of cards can wrap around between the King, Ace and 2. Sets do not have to consist of matching suits.
 
{|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'''
|-
|{{PLCD|🂥:spades5|purple|2.5em3em}}
|{{PLCD|🂲:heart2|red|2.5em3em}}
|{{PLCD|🃊:diamond10|dodgerblue|2.5em3em}}
|{{PLCD|🃞:clubsk|green|2.5em3em}}
|{{PLCD|🂢:spades2|purple|2.5em3em}}
|{{PLCD|🃛:clubsj|green|2.5em3em}}
|-
|{{PLCD|🃅:diamond5|dodgerblue|2.5em3em}}
|{{PLCD|🃓:clubs3|green|2.5em3em}}
|{{PLCD|🃙:clubs9|green|2.5em3em}}
|{{PLCD|🃁:diamondA|dodgerblue|2.5em3em}}
|{{PLCD|🂡:spadesA|purple|2.5em3em}}
|{{PLCD|🂹:heart9|red|2.5em3em}}
|-
|{{PLCD|🂵:heart5|red|2.5em3em}}
|{{PLCD|🃄:diamond4|dodgerblue|2.5em3em}}
|{{PLCD|🂨:spades8|purple|2.5em3em}}
|{{PLCD|🂲:heart2|red|2.5em3em}}
|{{PLCD|🂮:spadek|purple|2.5em3em}}
|{{PLCD|🃊:diamond10|dodgerblue|2.5em3em}}
|-
|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 themeach set and then knocking over a pyramid in the column itthat cameset fromwas formed in). Upon rolling a {{PL|:ColorAtom|black|2em}} wild, you are allowed to choose the color of a depleted face-down Code Stack deck 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.
 
:'''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 ({{PLCD|🃕:clubs5|green|12.5em}}), the third and fourth {{PLCD|🃁:diamondsA|dodgerblue|12.5em}} {{PLCD|🃉:diamonds9|dodgerblue|12.5em}} cards are cyan. The player chooses to take the third card from stack and place it on the yellow Pick Stack column. Removing the Ace from the red stack causes the {{PLCD|🃘:clubs8|green|12.5em}} {{PLCD|🃉:diamonds9|dodgerblue|12.5em}} {{PLCD|🂺:heart10|red|12.5em}} to make contact, forming a run in the middle of the stack. The player Locks In these three cards.
 
{|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 {{PLCD|🃉:diamond9|dodgerblue|12.5em}}, {{PLCD|🃆:diamond6|dodgerblue|12.5em}}, and {{PLCD|🃋:diamondj|dodgerblue|12.5em}} would also have been valid Jumps, but the {{PLCD|🃊:diamond10|dodgerblue|12.5em}} was inaccessible because it was six steps up in its column, greater than the {{PL|:4|black|1.5em}} that was rolled.
 
==Game End==
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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 therethe Code Stack pile that the player must draw from is completely empty, she may perform a Jump move 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.
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==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 Frozenfrozen when sets of three cards are addedformed towithin their respective Lock Stackscolumns.
;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: Face-upThe cardscommon representingdiscard pile off to the side, full of correct codes that the player has discovered. CardsSets of cards are Locked Into the Lock StacksStack.
;Detected: The hack is detected by the security system when all Code Stacks are depleted.