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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===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.
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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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===Lock In===
Whenever a Pick Stack column has three adjacent cards forming a set, you must Lock In these cards. Do this by removing the three cards from the column and discarding them to the Lock Stack (the common discard pile off to the side). Then freeze one tumbler from that column by placing a standing pyramid on its side. Congratulations; you're that much closer to breaking through the firewall. 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. (See diagram of this below.) You
===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,
:'''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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==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.
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