daily auto-sync 2026-07-21
This commit is contained in:
@@ -55,6 +55,10 @@ Prepare the 220 Emerald property to host church events by aligning with the Elde
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## Next Action
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- [ ] Send Elder outreach email and request planning meeting.
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- [ ] Prepare for zoom meeting with elders on 2026-07-20 at 7:00 PM ET to discuss the barn / church hosting plan.
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## Meeting Log
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- 2026-07-19: Scheduled meeting for 2026-07-20 7:00 PM ET — zoom with elders to talk about the barn. Source: Adolfo WhatsApp.
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## reMarkable planning notes — 2026-07-18
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Source: Journal2026 changed page `143687d3-cdb7-48b9-be7f-325429026b66`.
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@@ -0,0 +1,11 @@
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# Constraints - Device Ports
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Date: 2026-07-21
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Per user instruction.
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- **No LLM** on device games
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- **No actual talking / voice I/O** (no mic, no TTS, no voice rec)
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- Pure mechanics: grid, dice RNG, terrain, counters, procedural seed, visual expressions only
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- Pixel Petz Corgi researched as FORM FACTOR only (screen-face + sprite expressions), not voice feature.
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Our version = deterministic pixel faces (100+ sprite states) + beeps/chimes, no speech.
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- Keep Paper Apps DNA: pencil + d6 + lines/circles translated to digital tiles + buttons
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@@ -0,0 +1,829 @@
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* STATIC *
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Come in, pilot! Your warp drive has malfunctioned and you have been
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stranded in an unknown GALAXY!
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Your goal:
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Traverse the GALAXY and locate all 6 pieces of your Warp Drive in
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order to return home. Completionists can visit every sector to attain
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more prestige.
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You’ll begin by filling out your Pilot I.D. card. Draw a profile of
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your character and choose a race. Bear in mind that you’ll get
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slightly preferential treatment from members of your own race that
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you encounter throughout the game.
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How to use the MAP:
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A small arrow will point to your starting SECTOR. Once you have
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played that sector (win or lose) you will return to the map and cross
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it off as completed. You can then proceed to the next sector and
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continue playing. Note that you can travel to any sector connected to
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a completed sector.
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Getting Warp Drive Pieces:
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You must complete every sector connected to a
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Warp Drive Piece to “collect” that piece. In
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this map example, I’ve highlighted every sector
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that would have to be completed to collect all
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the Warp Drive Pieces. Obviously you would need
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to complete other sectors in order to get to
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these in the first place.
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As you can see, in most notebooks, you’ll play
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the majority of levels just to collect the Warp
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Drive Pieces. I, of course, recommend playing all the sectors!
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Understanding the SECTOR layout:
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The top section of the page is the
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sector map. Your ship will always be
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located on the bottom row. We will
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talk about each object on the map in
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the next section.
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Below the map is the Flight Computer,
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these are your movement values for
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this sector.
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In the bottom left are your missile
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and shield counters.
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In the bottom right is your mission
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and reward, with an area to mark Win
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or Loss. Also the sector number is
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found in this section.
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SECTOR Objects:
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This is your ship. Start your movement here.
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This is an asteroid. You may shoot asteroids to allow you to
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travel through the space they occupy. You may also fly
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through an asteroid, but you will lose a shield.
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This is a wormhole. You will always find two wormholes in a
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sector. This allows you to “jump” to the location of the
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other wormhole when you travel through it. You keep moving
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the same direction and move any remaining spaces.
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This is a mine. If you travel within one space of a mine, it
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explodes, using up one of your shields. You can also shoot
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it to detonate it. Anything (like an enemy, asteroid or even
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another mine) within 1 space of it is also destroyed.
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This is a credit pickup. If you pass over a credit pickup, make
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note of it. You can spend it after this sector, win or lose.
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This is a shield pickup. If you travel over one of these,
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outline a new circle in your shield counter for that sector.
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This is a missile pickup. If you travel over one, outline a
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new circle in your missile counter.
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Note: Shields and Missiles that you pickup are not carried over
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between sectors.
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Note: Most items that you encounter in a sector are “single use”
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meaning you can only interact with it once. Exceptions are wormholes
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which can be used repeatedly.
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Maneuvering your SHIP:
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The values along the bottom of each sector
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(the “Flight Computer”) tell you how many
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spaces to move your ship. You may select
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which direction to move. Cross off the
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values as you go. You may skip a value, but you must still cross it
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off. You may not skip ? values. These mean that you must roll your d6
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to determine movement distance.
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You can move in the 6 directions shown here. Draw a line
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to map out your movement, and a small circle at your new
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location to help you keep track of where you are. You
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may cross over your path as much as needed.
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Some things to keep in mind when moving: You can’t turn during a
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move. You must travel in a straight line in your chosen direction.
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Rarely there are no possible moves with the given value. Try skipping
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to the next value. If you rolled a movement value, and there are
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really no possible directions to go, then you can cross that out and
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move on to a value that works. Note :Even if the only possible move
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puts you in a tough situation, you must still take it. That’s life in
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space.
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IF you run out of moves on your Flight Computer without completing
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your stated mission objective, you have run out of fuel and Lose that
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sector. So be judicious with how many values you choose to skip!
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Battling ENEMIES:
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You will encounter many enemies throughout your adventure, and often
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your objective is to destroy a certain amount of enemy ships to clear
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a sector.
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Attacking:
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First we will cover how you attack enemies. Between movements (not
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during) you may fire missiles. You may fire as many as you choose, as
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long as you have missiles left. You fire missiles in the same 6
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directions in which you move, so make sure you are aligned with an
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enemy before firing.
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When firing a missile, first cross
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it out in your missile counter.
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Missiles are used whether they hit or not.
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Now, count the number of spaces between your ship and the enemy ship.
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You must roll this value or higher with a d6 in order to score a hit.
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In this example, your ship is 2 spaces away
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from the enemy ship, so you must roll 2 or
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higher. The roll was successful, so the enemy
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ship is destroyed. Cross it out. You may now
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fly over that space, and the enemy can no
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longer fire at you.
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Note: If you are only 1 space away from an enemy, there is no need to
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roll as that is a direct hit every time. Positioning is important!
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Being Attacked:
|
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Enemy ships have a bad attitude and will fire at you anytime you cross
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through their firing range. Although they will not always hit you!
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In this example, the movement of your ship
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has crossed the enemy’s range at a distance
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of 3. You roll your d6 for the enemy to
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determine if they score a hit. So if you roll
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a 3 or higher, they hit you.
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If you were hit, cross out a shield in
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your shield counter. If you are hit and
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have no shields left, then you lose that
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sector.
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Note: Enemies can see through asteroids, and fire through them as
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well. So unfair!
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Winning or Losing a Sector:
|
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Each sector has a stated objective of either blasting a certain
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amount of enemy ships, or retrieving an item. If you achieve this
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mission without running out of shields, or running out of fuel, then
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you mark W for Win. Otherwise, mark L for Loss.
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If you won, you receive CREDITS. These should be spent right away in
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the upgrades shop, or toward earning a prestige ranking.
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If you lost, you only keep any credits that you picked up on the map.
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These should also be spent right away. You can also mark a lost ship
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in the Game Stats page.
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After spending CREDITS, return to the Galaxy MAP and determine which
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sector you will play next.
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Upgrading your SHIP:
|
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As you earn credits, many of them will
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be spent upgrading your ship. For each
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credit you earn, fill in a space, in
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order. Let’s briefly look at each option.
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●
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Double Shot: When you fire a
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missile, you get 2 rolls to score a hit.
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This does not apply to enemies shooting
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at you.
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●
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Battering Ram: You effectively can
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travel through asteroids as though they
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aren’t there.
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●
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Nav-Control: This upgrade allows
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you to choose your movement value (1-6)
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instead of rolling on ‘?’ values in the
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Flight Computer.
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Note: the following upgrades must be earned in order. You can’t just
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jump straight to the final upgrade in the series.
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●
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Extra Starting Shields: Start each sector with 1, 2, or 3
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additional shields in your shield counter.
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●
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Extra Starting Missiles: Same thing, but with more missiles in
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your missile counter each sector.
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●
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Missile Range: This modifies your roll when you roll to hit a
|
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target. Add 1 or 2 to the value.
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Game Stats and Prestige Rankings:
|
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You can also spend credits on earning
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ranks in the game. This is purely for
|
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fun and added challenge to the game, to
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see which rank you can obtain. No one
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wants to end up as a mere cadet!
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You can also put interesting info on
|
||||
this page, like your contact info, when
|
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you started and ended your campaign,
|
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and even keep a tally of all the ships
|
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you lost in this strange GALAXY!
|
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|
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Space Monsters & Alien Encounters:
|
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The Space Monster mini-game provides a
|
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quick break from the regular gameplay
|
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and is a chance to earn some more
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upgrade tokens.
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Roll your d6 and then choose either a
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row OR a column of that number that
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contains a space monster. You don’t
|
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need to match both the row and column,
|
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just one or the other.
|
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Cross out one monster on that chosen
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row OR column and continue. You have 8
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rolls to hit as many monsters as you
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can. You earn a credit for each monster
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hit.
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|
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Alien encounters are fairly self-explanatory, but will usually result
|
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in either some kind of upgrade that only applies to the next
|
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normal-type sector that you play, or a reward of credits which should
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be spent immediately.
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Good luck, Pilot!
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-Tom Brinton, Game Designer
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This rule guide was found at:
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www.gladdendesign.com
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49
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10
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14
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44
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SYSTEM MAP - GALAXY #000000
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M
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5 5 4 1 2 2 3 ? 4 4 5 1 ? 1 2 ? 5 2 6 4
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Blast 4 enemies
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GET→
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|
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W
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L
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1
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|
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1 2 6 1 2 2 ? 6 ? 6 ? 6 2 3 6 1 3 3 1 6
|
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Blast 4 enemies
|
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GET→
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|
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W
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L
|
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|
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2
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|
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5 2 ? 3 6 4 3 6 ? 4 2 ? ? ? ? 4 ? 5 ? 4
|
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Blast 3 enemies
|
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GET→
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|
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W
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L
|
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|
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3
|
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|
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4
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|
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1 3 6 4 4 3 4 5 3 3 5 1 3 4 ? 3 4 3 3 4
|
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Blast 3 enemies
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GET→
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|
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W
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L
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|
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5
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|
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3 1 4 6 5 2 1 ? 5 6 4 6 ? 3 2 4 6 ? ? 3
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Blast 3 enemies
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GET→
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|
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W
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L
|
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|
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7
|
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|
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? 3 ? ? 4 6 ? 5 4 4 5 4 6 ? 4 6 3 6 4 3
|
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Blast 2 enemies
|
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GET→
|
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|
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W
|
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L
|
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|
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6
|
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|
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2 3 ? 4 2 ? 5 1 5 1 1 3 6 3 ? 4 4 1 4 ?
|
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Blast 3 enemies
|
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GET→
|
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|
||||
W
|
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L
|
||||
|
||||
8
|
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|
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3 4 2 5 3 3 ? 2 ? 4 ? 3 2 1 1 2 2 3 3 4
|
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Blast 2 enemies
|
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GET→
|
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|
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W
|
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L
|
||||
|
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9
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|
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? 6 2 6 3 5 3 6 ? 2 6 6 5 6 3 ? 4 4 3 ?
|
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Grab parts →
|
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GET→
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|
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W
|
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L
|
||||
|
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11
|
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|
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2 ? ? ? 6 5 ? 3 5 1 ? 2 ? 3 2 2 ? 4 5 2
|
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Blast 3 enemies
|
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GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
10
|
||||
|
||||
6 ? 2 ? ? 2 3 2 5 5 1 ? ? 4 1 3 1 ? ? 6
|
||||
Blast 3 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
12
|
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|
||||
ENCOUNTER!
|
||||
|
||||
GOAXO-1088
|
||||
(ROBOT)
|
||||
|
||||
ATTENTION:
|
||||
I CAN OFFER CREDITS TO UPGRADE YOUR
|
||||
SHIP. ROLL DICE TO DETERMINE AMOUNT:
|
||||
|
||||
2 6 6 5 6 1 2 ? 5 6 5 1 3 ? 6 4 4 2 ? 6
|
||||
Blast 4 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
|
||||
GET→
|
||||
|
||||
3
|
||||
|
||||
3
|
||||
|
||||
2
|
||||
|
||||
1
|
||||
|
||||
1
|
||||
|
||||
L
|
||||
|
||||
13
|
||||
|
||||
? 1 4 ? 1 ? ? 4 2 2 6 ? 5 4 ? ? 3 5 ? 6
|
||||
Blast 4 enemies
|
||||
|
||||
2
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
15
|
||||
|
||||
+1 CREDIT IF YOU'RE A ROBOT TOO ;-]
|
||||
|
||||
14
|
||||
|
||||
? 6 2 4 ? 5 2 1 1 2 4 ? 6 2 2 ? 5 ? ? 1
|
||||
Blast 4 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
16
|
||||
|
||||
? 6 ? 5 1 1 ? 3 2 1 4 5 4 2 4 4 5 ? 5 ?
|
||||
Blast 4 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
17
|
||||
|
||||
2 1 ? 2 5 4 6 ? 3 4 3 ? ? 4 1 ? ? 3 ? 2
|
||||
Blast 4 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
18
|
||||
|
||||
ENCOUNTER!
|
||||
|
||||
FRAITO
|
||||
(HUMAN)
|
||||
|
||||
NEED A HAND, STRANGER? YOU CAN HAVE
|
||||
THESE MISSILES MY EX GAVE ME:
|
||||
|
||||
3 4 1 ? 6 4 ? 3 6 3 ? 2 4 ? 6 ? ? 5 3 1
|
||||
Blast 5 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
19
|
||||
|
||||
2 EXTRA STARTING MISSILES NEXT SECTOR
|
||||
OR 3 IF YOU'RE HUMAN TOO!
|
||||
|
||||
20
|
||||
|
||||
6 ? ? ? ? 6 6 1 3 ? 2 6 3 ? 6 1 ? ? 3 6
|
||||
Blast 4 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
21
|
||||
|
||||
? ? ? 4 4 6 ? 6 ? 5 ? 5 5 ? 2 1 1 5 ? ?
|
||||
Blast 4 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
22
|
||||
|
||||
1 ? 2 4 2 5 2 ? ? 2 ? 2 1 5 3 6 ? 4 4 5
|
||||
Blast 4 enemies
|
||||
|
||||
23
|
||||
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
24
|
||||
|
||||
4 5 5 2 ? 3 5 2 6 1 3 3 ? 6 6 1 2 3 6 6
|
||||
Blast 4 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
25
|
||||
|
||||
? ? 2 3 ? 3 2 ? 5 ? 1 6 ? 1 5 5 1 3 5 3
|
||||
Blast 5 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
27
|
||||
|
||||
3 ? 3 4 2 ? 3 4 3 ? 6 2 1 ? 1 ? 5 5 6 2
|
||||
Blast 5 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
26
|
||||
|
||||
2 1 ? 6 2 5 2 2 3 4 4 1 ? 2 4 4 ? 4 3 4
|
||||
Blast 5 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
28
|
||||
|
||||
6 1 1 2 5 5 ? 3 ? ? ? 5 5 1 5 6 3 6 6 ?
|
||||
Blast 4 enemies
|
||||
GET→
|
||||
|
||||
3 ? 1 4 3 ? 1 3 6 6 ? 6 ? 6 6 1 4 4 ? 3
|
||||
|
||||
W
|
||||
|
||||
W
|
||||
|
||||
Blast 5 enemies
|
||||
|
||||
L
|
||||
|
||||
29
|
||||
|
||||
L
|
||||
|
||||
30
|
||||
|
||||
GET→
|
||||
|
||||
ENCOUNTER!
|
||||
|
||||
WADOK-2800
|
||||
(ROBOT)
|
||||
|
||||
BEEP AND/OR BOOP!
|
||||
I CAN OFFER CREDITS TO UPGRADE YOUR
|
||||
SHIP. ROLL DICE TO DETERMINE AMOUNT:
|
||||
|
||||
5 3 5 ? 5 1 5 4 ? 3 ? 1 ? ? 2 5 6 1 ? 5
|
||||
Blast 5 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
|
||||
2
|
||||
|
||||
2
|
||||
|
||||
2
|
||||
|
||||
2
|
||||
|
||||
2
|
||||
|
||||
1
|
||||
|
||||
L
|
||||
|
||||
31
|
||||
|
||||
+1 CREDIT IF YOU'RE A ROBOT TOO ;-]
|
||||
|
||||
32
|
||||
|
||||
3 ? 4 5 5 4 ? 6 6 ? ? 3 2 ? ? 2 4 5 ? 4
|
||||
Grab artifact
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
33
|
||||
|
||||
? 4 3 2 ? ? 5 6 ? 4 5 6 6 4 2 6 3 2 5 4
|
||||
Blast 5 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
34
|
||||
|
||||
ENCOUNTER!
|
||||
|
||||
OLD BIGOR
|
||||
(HUMAN)
|
||||
|
||||
YOU LOOK LIKE YOU COULD USE SOME
|
||||
HELP. YOU CAN HAVE THESE MISSILES
|
||||
THAT I FOUND:
|
||||
|
||||
? 4 2 6 5 4 4 3 2 ? 6 ? 5 5 3 1 1 2 ? 6
|
||||
Grab parts →
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
35
|
||||
|
||||
2 EXTRA STARTING MISSILES NEXT SECTOR
|
||||
OR 3 IF YOU'RE HUMAN TOO!
|
||||
|
||||
36
|
||||
|
||||
? 6 5 1 2 1 6 ? ? 3 4 2 2 3 5 ? 1 2 ? 5
|
||||
Blast 5 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
37
|
||||
|
||||
? 3 2 ? 1 1 2 4 2 ? 1 3 6 5 4 1 2 6 4 4
|
||||
Blast 6 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
38
|
||||
|
||||
2 6 ? 1 3 5 2 ? ? 3 5 ? 3 1 3 5 3 ? 1 4
|
||||
Blast 6 enemies
|
||||
|
||||
39
|
||||
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
40
|
||||
|
||||
ENCOUNTER!
|
||||
|
||||
REOLBALO
|
||||
(ALIEN)
|
||||
|
||||
YO! YOUR NEXT DICE ROLL DETERMINES
|
||||
YOUR BONUS:
|
||||
|
||||
? 4 1 ? ? ? 6 ? 2 4 1 6 2 2 6 6 5 3 2 6
|
||||
Blast 6 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
41
|
||||
|
||||
1 2 1 3 2 ? 5 5 3 5 ? ? ? ? 6 6 6 3 ? 2
|
||||
Grab artifact
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
43
|
||||
|
||||
1
|
||||
|
||||
-1 SHIELD NEXT SECTOR
|
||||
|
||||
2
|
||||
|
||||
-1 SHIELD NEXT SECTOR
|
||||
|
||||
3
|
||||
|
||||
+1 MISSILE NEXT SECTOR
|
||||
|
||||
4
|
||||
|
||||
+1 CREDIT NEXT SECTOR
|
||||
|
||||
5
|
||||
|
||||
-1 MISSILE NEXT SECTOR
|
||||
|
||||
6
|
||||
|
||||
-1 SHIELD NEXT SECTOR
|
||||
PICK BEST OF 2 ROLLS IF YOU'RE AN ALIEN TOO
|
||||
|
||||
42
|
||||
|
||||
4 ? ? 3 1 5 3 2 ? ? ? 2 2 5 3 2 4 5 3 1
|
||||
Blast 6 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
44
|
||||
|
||||
6 4 5 3 ? 3 1 4 4 4 ? 3 6 1 2 4 1 6 ? 5
|
||||
Blast 6 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
45
|
||||
|
||||
6 2 ? 1 1 ? 3 2 2 ? 1 4 3 4 6 ? ? ? ? 6
|
||||
Grab parts →
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
47
|
||||
|
||||
3 2 2 ? 6 6 ? 4 4 6 ? 1 ? 1 2 3 ? ? 3 ?
|
||||
Blast 6 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
46
|
||||
|
||||
2 2 5 4 6 6 6 6 4 4 5 5 6 1 ? 3 6 6 5 6
|
||||
Blast 6 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
48
|
||||
|
||||
1 6 1 ? 6 ? 4 2 3 2 5 3 4 ? 3 2 ? 5 ? 3
|
||||
Blast 5 enemies
|
||||
GET→
|
||||
|
||||
W
|
||||
L
|
||||
|
||||
49
|
||||
|
||||
|
||||
@@ -0,0 +1,554 @@
|
||||
Hi there! Welcome to Paper Apps™ GOLF.
|
||||
It’s a beautiful, sunny morning at [Insert Randomly Generated Golf
|
||||
Course Name] and you’re ready to hit the links. I’ll give you all the
|
||||
tips and tricks you need to become a GOLF legend.
|
||||
First of all, let me explain a little bit about your GOLF notebook.
|
||||
Each notebook contains 3 randomly generated courses, each with 18
|
||||
holes. And yes, every single notebook has different courses and
|
||||
holes. Pretty neat, eh?
|
||||
|
||||
Your Goal
|
||||
|
||||
→
|
||||
This should go without saying, but just to be clear: your job is to
|
||||
get the ball in the hole. Just like normal golf–but how you get there
|
||||
is up to you!
|
||||
There are 2 ways to play Paper Apps™ GOLF: with or without a die. If
|
||||
you have a d6 handy, I definitely recommend that route since the
|
||||
random element mimics the vicissitudes of golf. However, if you’re
|
||||
looking for a quick GOLF fix and don’t want to be rolling your Pencil
|
||||
Dice or other d6 around, you can try Speed Golf instead!
|
||||
|
||||
Dice GOLF
|
||||
Roll your d6 to determine how far you’ll hit the ball.
|
||||
Add 1 to your roll if you are hitting from the fairway.
|
||||
Subtract 1 from your roll if you’re hitting from a sand trap.
|
||||
|
||||
Pick a direction for your hit. You may move in one of the 8
|
||||
orthogonal or diagonal directions. You may go back in the opposite
|
||||
direction of the previous hit if necessary.
|
||||
Check your landing spot and make sure your path is clear. You may
|
||||
only go through trees if you are hitting from the fairway (see
|
||||
Terrain section for more info).
|
||||
Once you’ve decided your path, draw a straight line to your new
|
||||
destination. Then draw a small circle to indicate the new ball
|
||||
position.
|
||||
NOTE: For an added challenge, you may pick your direction before
|
||||
hitting. Be “fore”-warned, this may require taking lots of Mulligans.
|
||||
Especially if your hit lands in the trees … or in the drink!
|
||||
Re-rolling:
|
||||
When teeing off, if you don’t like your roll, you may re-roll once.
|
||||
You must use the second roll amount. The same goes for Mulligans.
|
||||
You have 6 “Mulligans” per course that can be used to re-roll any
|
||||
time. Mark off each Mulligan used on the title page for the course.
|
||||
Putting:
|
||||
You may always choose to putt [move 1 space] on your turn. You may
|
||||
even roll the die and instead choose to putt instead of move the
|
||||
indicated number of spaces.
|
||||
|
||||
Speed GOLF
|
||||
In this version, you choose to move 6, 3, or 1 spaces with each hit.
|
||||
DRIVER [Move 6 spaces]: May only be used from the fairway. Drives can
|
||||
go over trees.
|
||||
|
||||
IRON [Move 3 spaces]: Use anytime. Only move 2 from sand. Can’t go
|
||||
over trees.
|
||||
PUTTER [Move 1 space]: You may always putt.
|
||||
Overshooting the hole:
|
||||
If you cross over the hole in the course of your movement path, the
|
||||
ball doesn’t necessarily “go in” the cup. However, you may overshoot
|
||||
the hole by 1 space in this case and count the ball as going in.
|
||||
Otherwise, the ball goes “over” the hole.
|
||||
Scoring:
|
||||
Add up your hits by counting the line segments you’ve drawn. The par
|
||||
on each hole is 6. Sometimes you’ll go over, sometimes you’ll go
|
||||
under. Don’t sweat it too much.
|
||||
|
||||
Terrain
|
||||
Let’s review the types of terrain you’ll encounter and what effects
|
||||
they have on your GOLF experience.
|
||||
Rough: This makes up the majority of the terrain on each hole. In
|
||||
Dice GOLF, it means you move the exact amount you roll. In Speed
|
||||
GOLF, it means you move by 3. You may also putt in the Rough.
|
||||
Fairway: It’s good to try to stay on the fairway. This gives +1
|
||||
to your roll in Dice GOLF and allows you to move 6 spaces in
|
||||
Speed GOLF. You can hit the ball over trees only when hitting from
|
||||
the fairway. You may also putt on the Fairway (it also makes up the
|
||||
area typically known as the green.)
|
||||
|
||||
Sand trap: Sand traps lessen your ability to move. In Dice GOLF,
|
||||
subtract 1 from your roll. In Speed GOLF, you may move 2 spaces.
|
||||
You may also putt to move 1 space in sand.
|
||||
Water hazard: You may not land in water. Your hit may travel over
|
||||
water though.
|
||||
Trees: You may not land on trees. Your hit may not travel
|
||||
over trees, except when hitting from the fairway.
|
||||
Slopes: Arrows indicate a slope. If you land on one, your ball
|
||||
rolls 1 space in that direction. Move your line that direction
|
||||
and then draw a circle to indicate your ball’s position.
|
||||
NOTES ON SLOPES: If the new space is also an arrow, your ball keeps
|
||||
rolling until it comes to a space without an arrow. Rarely, a slope
|
||||
may point towards water. In this case, ignore the slope. In the
|
||||
unlikely case that two arrows point directly at one another, stop the
|
||||
ball after the first arrow movement.
|
||||
|
||||
Multiplayer
|
||||
You may find it enjoyable to play GOLF with 2 or more people. In this
|
||||
case, it is best to use different colored pencils or pens. Dice GOLF
|
||||
works best for this scenario.
|
||||
Decide amongst yourselves what order you will tee off in. From that
|
||||
point onward, decide the turn order by distance from the hole
|
||||
(measured using a ruler). The player furthest from the hole always
|
||||
goes next.
|
||||
Thank you for playing Paper Apps™ GOLF! If you have unanswered
|
||||
questions, or wish to shower us with praise, please contact us at
|
||||
hey.gladden@gmail.com.
|
||||
|
||||
Course #1
|
||||
|
||||
Great
|
||||
River
|
||||
|
||||
Hole 2
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 1
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 3
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 4
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 5
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 6
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 7
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 8
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 9
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 10
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 11
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 12
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 13
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 14
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 15
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 16
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 18
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 17
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Course #2
|
||||
|
||||
Silver
|
||||
Forest
|
||||
|
||||
Hole 2
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 1
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 3
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 4
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 5
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 6
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 7
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 8
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 9
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 10
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 11
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 12
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 13
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 14
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 15
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 16
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 18
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 17
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Course #3
|
||||
|
||||
Royal
|
||||
Mountain
|
||||
|
||||
Hole 2
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 1
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 3
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 4
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 5
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 6
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 7
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 8
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 9
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 10
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 11
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 12
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 13
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 14
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 15
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 16
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 18
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
Hole 17
|
||||
|
||||
Strokes:
|
||||
|
||||
/6
|
||||
|
||||
Total:
|
||||
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,181 @@
|
||||
---
|
||||
Date: 2026-07-21
|
||||
Author: Adolfo Reyna
|
||||
Tags: [games, paper-apps, foundation, tactility]
|
||||
---
|
||||
|
||||
# Paper Apps - Game Foundation
|
||||
|
||||
Purchased games from Gladden Design - to be used as foundation for device games.
|
||||
|
||||
## Files
|
||||
- `Paper-Apps-GOLF-ZERO.pdf` - Original GOLF notebook (3 courses x 18 holes)
|
||||
- `Paper_Apps_GALAXY_ZERO.pdf` - Original GALAXY notebook (~50 sectors + encounters)
|
||||
- `GOLF-rules.txt` / `GALAXY-rules.txt` - Extracted rules text
|
||||
- This README - distilled mechanics for porting
|
||||
|
||||
## GOLF (Paper Apps GOLF)
|
||||
|
||||
### Core Loop
|
||||
- 3 courses per notebook, each 18 holes, each hole randomly generated, unique per notebook
|
||||
- Goal: ball to hole in fewest hits. Par 6 per hole.
|
||||
|
||||
### Movement
|
||||
- 8-directional movement (orthogonal + diagonal)
|
||||
- Draw line + circle for new position
|
||||
|
||||
### Dice GOLF Mode
|
||||
- Roll d6 = distance
|
||||
- Fairway: +1 to roll
|
||||
- Sand: -1 to roll
|
||||
- Can always choose to putt (move 1) instead
|
||||
- Tee: one free re-roll; 6 Mulligans per course for re-rolls
|
||||
- Optional challenge: pick direction BEFORE roll
|
||||
|
||||
### Speed GOLF Mode (no dice)
|
||||
- DRIVER: move 6, fairway only, can go over trees
|
||||
- IRON: move 3 (2 from sand), can't go over trees
|
||||
- PUTTER: move 1, always allowed
|
||||
- Overshoot rule: crossing hole allows overshoot by 1 and counts as in; otherwise over.
|
||||
|
||||
### Terrain
|
||||
- **Rough**: majority, normal movement
|
||||
- **Fairway**: bonus (+1 dice, allows 6-move), only place can hit over trees, includes green
|
||||
- **Sand trap**: penalty (-1 dice, 2 max in Speed)
|
||||
- **Water**: cannot land, can travel over
|
||||
- **Trees**: cannot land, cannot travel over except from fairway
|
||||
- **Slopes (arrows)**: auto-roll 1 space in direction; chain if next is arrow; ignore if points to water; if 2 arrows point at each other, stop after first
|
||||
|
||||
### Multiplayer
|
||||
- Different colors, Dice mode best
|
||||
- Turn order by distance (furthest first) after tee-off
|
||||
|
||||
### Device Adaptation Ideas
|
||||
- Grid-based golf puzzle: procedurally generate holes (terrain tiles)
|
||||
- 8-way input, dice roll animation or Speed mode for kids
|
||||
- Render fairway/rough/sand/water/trees as sprites
|
||||
- Slope arrows auto-move
|
||||
- Score tracking per hole / course
|
||||
- Perfect for: Tactility devices (M5 stack, T-Deck), e-ink, kidsOS
|
||||
|
||||
---
|
||||
|
||||
## GALAXY (Paper Apps GALAXY)
|
||||
|
||||
### Core Loop / Meta
|
||||
- Pilot ID card: draw profile + choose race (Robot/Human/Alien) - preferential treatment from same race
|
||||
- System map: ~50 numbered sectors, arrow = start, cross off as completed
|
||||
- Can travel to any sector connected to completed sector
|
||||
- Collect 6 Warp Drive Pieces: must complete ALL sectors connected to a piece to collect it
|
||||
- Most sectors played just to collect pieces; completionist = visit every sector
|
||||
- Credits earned on win, spent immediately on upgrades or prestige ranks
|
||||
- On loss: keep only credits picked up on map, spend immediately
|
||||
|
||||
### Sector Layout
|
||||
- Top: sector map (ship starts bottom row)
|
||||
- Middle: Flight Computer = movement values (numbers + ? = roll d6)
|
||||
- Bottom left: missile + shield counters
|
||||
- Bottom right: mission, reward, W/L mark, sector number
|
||||
|
||||
### Sector Objects
|
||||
- **Ship**: start bottom row
|
||||
- **Asteroid**: shoot to clear, or fly through losing 1 shield
|
||||
- **Wormhole**: always 2 per sector, teleport to other, keep direction + remaining spaces
|
||||
- **Mine**: explodes if within 1 space (lose shield). Can shoot to detonate - destroys anything within 1 (enemy/asteroid/mine). Chain!
|
||||
- **Credit pickup**: note it, spend after sector
|
||||
- **Shield pickup**: outline new circle in shield counter (not carried over)
|
||||
- **Missile pickup**: outline new circle in missile counter (not carried over)
|
||||
- Items single-use except wormholes
|
||||
|
||||
### Movement
|
||||
- 6 directions (hex-like)
|
||||
- Values in Flight Computer - cross off as used
|
||||
- Can skip a value (cross off) but NOT ? values
|
||||
- ? = must roll d6 for distance
|
||||
- Straight line only per move, can cross own path
|
||||
- If no possible moves: skip to next value; if rolled value has no possible directions, cross out and move on
|
||||
- If run out of moves without objective -> Lose (fuel)
|
||||
|
||||
### Combat - Attacking
|
||||
- Between movements (not during) can fire missiles
|
||||
- Fire in same 6 directions as movement - must be aligned
|
||||
- Cross out missile from counter (used even if miss)
|
||||
- Count spaces to enemy, must roll that value or higher on d6 to hit (1 away = auto-hit)
|
||||
- Destroyed enemies can be flown over, no longer fire
|
||||
|
||||
### Combat - Being Attacked
|
||||
- Enemies fire when you cross through their range (line of sight)
|
||||
- Roll distance or higher for hit against you
|
||||
- Lose shield if hit; no shields left = Lose
|
||||
- Enemies can see/fire through asteroids
|
||||
|
||||
### Mission / Win Conditions
|
||||
- Either "Blast X enemies" or "Grab artifact" / "Grab parts" etc.
|
||||
- Win = objective without running out shields/fuel -> mark W, earn CREDITS
|
||||
- Lose = mark L, tally lost ship in stats
|
||||
|
||||
### Upgrades (spend credits in order)
|
||||
- Double Shot: 2 rolls to hit (not vs enemy fire)
|
||||
- Battering Ram: ignore asteroids
|
||||
- Nav-Control: choose movement instead of rolling ?
|
||||
- Extra Starting Shields: 1/2/3 additional (must earn in order)
|
||||
- Extra Starting Missiles: same, in order
|
||||
- Missile Range: +1 or +2 to hit roll
|
||||
- Prestige Ranks: spend credits for rank (Cadet -> higher) - fun/challenge
|
||||
|
||||
### Special Sectors
|
||||
|
||||
**Space Monsters mini-game**:
|
||||
- 8 rolls d6, choose row OR column of that number containing monster, cross out 1 monster, 1 credit per hit
|
||||
|
||||
**Alien Encounters**:
|
||||
- Narrative encounters with race types (Robot/Human/Alien)
|
||||
- Bonuses: credits (roll dice, +1 if same race), extra missiles next sector (+2, +3 if same race), random bonus table (d6: -1 shield, -1 shield, +1 missile, +1 credit, -1 missile, -1 shield - pick best of 2 if same race as Alien)
|
||||
|
||||
### Device Adaptation Ideas
|
||||
- Hex grid movement (6-directional)
|
||||
- Procedural sector generation: asteroids, enemies, wormholes, mines, pickups
|
||||
- Flight computer as queue of moves with skippable values
|
||||
- Missile combat with dice-roll hit check (distance mechanic)
|
||||
- Shield/missile counter UI
|
||||
- Galaxy map as node graph - unlock connected sectors
|
||||
- 6 warp pieces as meta-progression
|
||||
- Encounters as pop-up events with race bonuses
|
||||
- Space Monsters as bonus mini-game
|
||||
- Upgrade shop between sectors
|
||||
- Save: W/L per sector, credits, upgrades, warp pieces, lost ships tally
|
||||
|
||||
### Seed / Generation
|
||||
- SYSTEM MAP - GALAXY #000000 - suggests seeded generation (000000 is seed)
|
||||
- Each notebook unique random generation like GOLF's 3 courses unique
|
||||
- Flight computer values appear random with ? mixed in
|
||||
|
||||
---
|
||||
|
||||
## Common Paper Apps DNA
|
||||
- Pencil + d6 (or Speed/variant without)
|
||||
- Draw lines + circles to track
|
||||
- Cross-off counters (shields, missiles, Mulligans, Flight Computer values)
|
||||
- Single notebook = complete campaign (3 courses / ~50 sector galaxy)
|
||||
- Randomly generated per notebook -> replayability via new notebook
|
||||
- Both have special rule variations and multiplayer/social hooks
|
||||
- Contact: hey.gladden@gmail.com - Gladden Design - www.gladdendesign.com
|
||||
|
||||
## Adaptation Strategy for Devices
|
||||
|
||||
### Tactility / ESP32
|
||||
- Grid engine: generic tile system (GOLF: 8-way square, GALAXY: 6-way hex)
|
||||
- Dice as RNG + animation
|
||||
- Procedural generation using seed (like notebook number)
|
||||
- Save system: sector/hole progress, counters, upgrades
|
||||
- Render: low-res tile sprites work on M5Stack / T-Deck / RLCD
|
||||
|
||||
### KidsOS / Grace and Elias
|
||||
- GOLF simplified: Speed mode (6/3/1) no dice math, colorful tiles
|
||||
- GALAXY simplified: fewer enemies, auto-hit at close range, visual dice
|
||||
- Race selection fun (Robot/Human/Alien or royal twist)
|
||||
- Prestige/ranks appealing for Grace
|
||||
|
||||
### Reuse
|
||||
- Both games provide proven fun loops with minimal rules
|
||||
- Good candidates to merge: exploration map (GALAXY) + precision movement puzzles (GOLF terrain ideas)
|
||||
Reference in New Issue
Block a user