daily auto-sync 2026-07-21

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## Next Action
- [ ] Send Elder outreach email and request planning meeting.
- [ ] Prepare for zoom meeting with elders on 2026-07-20 at 7:00 PM ET to discuss the barn / church hosting plan.
## Meeting Log
- 2026-07-19: Scheduled meeting for 2026-07-20 7:00 PM ET — zoom with elders to talk about the barn. Source: Adolfo WhatsApp.
## reMarkable planning notes — 2026-07-18
Source: Journal2026 changed page `143687d3-cdb7-48b9-be7f-325429026b66`.
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# Constraints - Device Ports
Date: 2026-07-21
Per user instruction.
- **No LLM** on device games
- **No actual talking / voice I/O** (no mic, no TTS, no voice rec)
- Pure mechanics: grid, dice RNG, terrain, counters, procedural seed, visual expressions only
- Pixel Petz Corgi researched as FORM FACTOR only (screen-face + sprite expressions), not voice feature.
Our version = deterministic pixel faces (100+ sprite states) + beeps/chimes, no speech.
- Keep Paper Apps DNA: pencil + d6 + lines/circles translated to digital tiles + buttons
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* STATIC *
Come in, pilot! Your warp drive has malfunctioned and you have been
stranded in an unknown GALAXY!
Your goal:
Traverse the GALAXY and locate all 6 pieces of your Warp Drive in
order to return home. Completionists can visit every sector to attain
more prestige.
Youll begin by filling out your Pilot I.D. card. Draw a profile of
your character and choose a race. Bear in mind that youll get
slightly preferential treatment from members of your own race that
you encounter throughout the game.
How to use the MAP:
A small arrow will point to your starting SECTOR. Once you have
played that sector (win or lose) you will return to the map and cross
it off as completed. You can then proceed to the next sector and
continue playing. Note that you can travel to any sector connected to
a completed sector.
Getting Warp Drive Pieces:
You must complete every sector connected to a
Warp Drive Piece to “collect” that piece. In
this map example, Ive highlighted every sector
that would have to be completed to collect all
the Warp Drive Pieces. Obviously you would need
to complete other sectors in order to get to
these in the first place.
As you can see, in most notebooks, youll play
the majority of levels just to collect the Warp
Drive Pieces. I, of course, recommend playing all the sectors!
Understanding the SECTOR layout:
The top section of the page is the
sector map. Your ship will always be
located on the bottom row. We will
talk about each object on the map in
the next section.
Below the map is the Flight Computer,
these are your movement values for
this sector.
In the bottom left are your missile
and shield counters.
In the bottom right is your mission
and reward, with an area to mark Win
or Loss. Also the sector number is
found in this section.
SECTOR Objects:
This is your ship. Start your movement here.
This is an asteroid. You may shoot asteroids to allow you to
travel through the space they occupy. You may also fly
through an asteroid, but you will lose a shield.
This is a wormhole. You will always find two wormholes in a
sector. This allows you to “jump” to the location of the
other wormhole when you travel through it. You keep moving
the same direction and move any remaining spaces.
This is a mine. If you travel within one space of a mine, it
explodes, using up one of your shields. You can also shoot
it to detonate it. Anything (like an enemy, asteroid or even
another mine) within 1 space of it is also destroyed.
This is a credit pickup. If you pass over a credit pickup, make
note of it. You can spend it after this sector, win or lose.
This is a shield pickup. If you travel over one of these,
outline a new circle in your shield counter for that sector.
This is a missile pickup. If you travel over one, outline a
new circle in your missile counter.
Note: Shields and Missiles that you pickup are not carried over
between sectors.
Note: Most items that you encounter in a sector are “single use”
meaning you can only interact with it once. Exceptions are wormholes
which can be used repeatedly.
Maneuvering your SHIP:
The values along the bottom of each sector
(the “Flight Computer”) tell you how many
spaces to move your ship. You may select
which direction to move. Cross off the
values as you go. You may skip a value, but you must still cross it
off. You may not skip ? values. These mean that you must roll your d6
to determine movement distance.
You can move in the 6 directions shown here. Draw a line
to map out your movement, and a small circle at your new
location to help you keep track of where you are. You
may cross over your path as much as needed.
Some things to keep in mind when moving: You cant turn during a
move. You must travel in a straight line in your chosen direction.
Rarely there are no possible moves with the given value. Try skipping
to the next value. If you rolled a movement value, and there are
really no possible directions to go, then you can cross that out and
move on to a value that works. Note :Even if the only possible move
puts you in a tough situation, you must still take it. Thats life in
space.
IF you run out of moves on your Flight Computer without completing
your stated mission objective, you have run out of fuel and Lose that
sector. So be judicious with how many values you choose to skip!
Battling ENEMIES:
You will encounter many enemies throughout your adventure, and often
your objective is to destroy a certain amount of enemy ships to clear
a sector.
Attacking:
First we will cover how you attack enemies. Between movements (not
during) you may fire missiles. You may fire as many as you choose, as
long as you have missiles left. You fire missiles in the same 6
directions in which you move, so make sure you are aligned with an
enemy before firing.
When firing a missile, first cross
it out in your missile counter.
Missiles are used whether they hit or not.
Now, count the number of spaces between your ship and the enemy ship.
You must roll this value or higher with a d6 in order to score a hit.
In this example, your ship is 2 spaces away
from the enemy ship, so you must roll 2 or
higher. The roll was successful, so the enemy
ship is destroyed. Cross it out. You may now
fly over that space, and the enemy can no
longer fire at you.
Note: If you are only 1 space away from an enemy, there is no need to
roll as that is a direct hit every time. Positioning is important!
Being Attacked:
Enemy ships have a bad attitude and will fire at you anytime you cross
through their firing range. Although they will not always hit you!
In this example, the movement of your ship
has crossed the enemys range at a distance
of 3. You roll your d6 for the enemy to
determine if they score a hit. So if you roll
a 3 or higher, they hit you.
If you were hit, cross out a shield in
your shield counter. If you are hit and
have no shields left, then you lose that
sector.
Note: Enemies can see through asteroids, and fire through them as
well. So unfair!
Winning or Losing a Sector:
Each sector has a stated objective of either blasting a certain
amount of enemy ships, or retrieving an item. If you achieve this
mission without running out of shields, or running out of fuel, then
you mark W for Win. Otherwise, mark L for Loss.
If you won, you receive CREDITS. These should be spent right away in
the upgrades shop, or toward earning a prestige ranking.
If you lost, you only keep any credits that you picked up on the map.
These should also be spent right away. You can also mark a lost ship
in the Game Stats page.
After spending CREDITS, return to the Galaxy MAP and determine which
sector you will play next.
Upgrading your SHIP:
As you earn credits, many of them will
be spent upgrading your ship. For each
credit you earn, fill in a space, in
order. Lets briefly look at each option.
Double Shot: When you fire a
missile, you get 2 rolls to score a hit.
This does not apply to enemies shooting
at you.
Battering Ram: You effectively can
travel through asteroids as though they
arent there.
Nav-Control: This upgrade allows
you to choose your movement value (1-6)
instead of rolling on ? values in the
Flight Computer.
Note: the following upgrades must be earned in order. You cant just
jump straight to the final upgrade in the series.
Extra Starting Shields: Start each sector with 1, 2, or 3
additional shields in your shield counter.
Extra Starting Missiles: Same thing, but with more missiles in
your missile counter each sector.
Missile Range: This modifies your roll when you roll to hit a
target. Add 1 or 2 to the value.
Game Stats and Prestige Rankings:
You can also spend credits on earning
ranks in the game. This is purely for
fun and added challenge to the game, to
see which rank you can obtain. No one
wants to end up as a mere cadet!
You can also put interesting info on
this page, like your contact info, when
you started and ended your campaign,
and even keep a tally of all the ships
you lost in this strange GALAXY!
Space Monsters & Alien Encounters:
The Space Monster mini-game provides a
quick break from the regular gameplay
and is a chance to earn some more
upgrade tokens.
Roll your d6 and then choose either a
row OR a column of that number that
contains a space monster. You dont
need to match both the row and column,
just one or the other.
Cross out one monster on that chosen
row OR column and continue. You have 8
rolls to hit as many monsters as you
can. You earn a credit for each monster
hit.
Alien encounters are fairly self-explanatory, but will usually result
in either some kind of upgrade that only applies to the next
normal-type sector that you play, or a reward of credits which should
be spent immediately.
Good luck, Pilot!
-Tom Brinton, Game Designer
This rule guide was found at:
www.gladdendesign.com
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SYSTEM MAP - GALAXY #000000
M
5 5 4 1 2 2 3 ? 4 4 5 1 ? 1 2 ? 5 2 6 4
Blast 4 enemies
GET→
W
L
1
1 2 6 1 2 2 ? 6 ? 6 ? 6 2 3 6 1 3 3 1 6
Blast 4 enemies
GET→
W
L
2
5 2 ? 3 6 4 3 6 ? 4 2 ? ? ? ? 4 ? 5 ? 4
Blast 3 enemies
GET→
W
L
3
4
1 3 6 4 4 3 4 5 3 3 5 1 3 4 ? 3 4 3 3 4
Blast 3 enemies
GET→
W
L
5
3 1 4 6 5 2 1 ? 5 6 4 6 ? 3 2 4 6 ? ? 3
Blast 3 enemies
GET→
W
L
7
? 3 ? ? 4 6 ? 5 4 4 5 4 6 ? 4 6 3 6 4 3
Blast 2 enemies
GET→
W
L
6
2 3 ? 4 2 ? 5 1 5 1 1 3 6 3 ? 4 4 1 4 ?
Blast 3 enemies
GET→
W
L
8
3 4 2 5 3 3 ? 2 ? 4 ? 3 2 1 1 2 2 3 3 4
Blast 2 enemies
GET→
W
L
9
? 6 2 6 3 5 3 6 ? 2 6 6 5 6 3 ? 4 4 3 ?
Grab parts →
GET→
W
L
11
2 ? ? ? 6 5 ? 3 5 1 ? 2 ? 3 2 2 ? 4 5 2
Blast 3 enemies
GET→
W
L
10
6 ? 2 ? ? 2 3 2 5 5 1 ? ? 4 1 3 1 ? ? 6
Blast 3 enemies
GET→
W
L
12
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
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+1 CREDIT IF YOU'RE A ROBOT TOO ;-]
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? 6 2 4 ? 5 2 1 1 2 4 ? 6 2 2 ? 5 ? ? 1
Blast 4 enemies
GET→
W
L
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? 6 ? 5 1 1 ? 3 2 1 4 5 4 2 4 4 5 ? 5 ?
Blast 4 enemies
GET→
W
L
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2 1 ? 2 5 4 6 ? 3 4 3 ? ? 4 1 ? ? 3 ? 2
Blast 4 enemies
GET→
W
L
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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
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2 EXTRA STARTING MISSILES NEXT SECTOR
OR 3 IF YOU'RE HUMAN TOO!
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6 ? ? ? ? 6 6 1 3 ? 2 6 3 ? 6 1 ? ? 3 6
Blast 4 enemies
GET→
W
L
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? ? ? 4 4 6 ? 6 ? 5 ? 5 5 ? 2 1 1 5 ? ?
Blast 4 enemies
GET→
W
L
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1 ? 2 4 2 5 2 ? ? 2 ? 2 1 5 3 6 ? 4 4 5
Blast 4 enemies
23
GET→
W
L
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4 5 5 2 ? 3 5 2 6 1 3 3 ? 6 6 1 2 3 6 6
Blast 4 enemies
GET→
W
L
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? ? 2 3 ? 3 2 ? 5 ? 1 6 ? 1 5 5 1 3 5 3
Blast 5 enemies
GET→
W
L
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3 ? 3 4 2 ? 3 4 3 ? 6 2 1 ? 1 ? 5 5 6 2
Blast 5 enemies
GET→
W
L
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2 1 ? 6 2 5 2 2 3 4 4 1 ? 2 4 4 ? 4 3 4
Blast 5 enemies
GET→
W
L
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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
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L
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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
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+1 CREDIT IF YOU'RE A ROBOT TOO ;-]
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3 ? 4 5 5 4 ? 6 6 ? ? 3 2 ? ? 2 4 5 ? 4
Grab artifact
GET→
W
L
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? 4 3 2 ? ? 5 6 ? 4 5 6 6 4 2 6 3 2 5 4
Blast 5 enemies
GET→
W
L
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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
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2 EXTRA STARTING MISSILES NEXT SECTOR
OR 3 IF YOU'RE HUMAN TOO!
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? 6 5 1 2 1 6 ? ? 3 4 2 2 3 5 ? 1 2 ? 5
Blast 5 enemies
GET→
W
L
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? 3 2 ? 1 1 2 4 2 ? 1 3 6 5 4 1 2 6 4 4
Blast 6 enemies
GET→
W
L
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2 6 ? 1 3 5 2 ? ? 3 5 ? 3 1 3 5 3 ? 1 4
Blast 6 enemies
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GET→
W
L
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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
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1 2 1 3 2 ? 5 5 3 5 ? ? ? ? 6 6 6 3 ? 2
Grab artifact
GET→
W
L
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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
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4 ? ? 3 1 5 3 2 ? ? ? 2 2 5 3 2 4 5 3 1
Blast 6 enemies
GET→
W
L
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6 4 5 3 ? 3 1 4 4 4 ? 3 6 1 2 4 1 6 ? 5
Blast 6 enemies
GET→
W
L
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6 2 ? 1 1 ? 3 2 2 ? 1 4 3 4 6 ? ? ? ? 6
Grab parts →
GET→
W
L
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3 2 2 ? 6 6 ? 4 4 6 ? 1 ? 1 2 3 ? ? 3 ?
Blast 6 enemies
GET→
W
L
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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
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1 6 1 ? 6 ? 4 2 3 2 5 3 4 ? 3 2 ? 5 ? 3
Blast 5 enemies
GET→
W
L
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Hi there! Welcome to Paper Apps™ GOLF.
Its a beautiful, sunny morning at [Insert Randomly Generated Golf
Course Name] and youre ready to hit the links. Ill 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 golfbut 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 youre
looking for a quick GOLF fix and dont 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 youll hit the ball.
Add 1 to your roll if you are hitting from the fairway.
Subtract 1 from your roll if youre 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 youve 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 dont 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. Cant 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 doesnt 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 youve drawn. The par
on each hole is 6. Sometimes youll go over, sometimes youll go
under. Dont sweat it too much.
Terrain
Lets review the types of terrain youll 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: Its 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 balls 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:
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---
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
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## 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)