John Hall's LEVIATHAN Game (FINAL INSTRUCTIONS NOT EDITED)
Copyright 2023 John Edward Hall
Today is Monday 3rd April 2023
Time is 12:15 CT.
XJ Corps, Chicago.
This is the FINAL instructions for my "LEVIATHAN" Game, similar to snake, however this is NOT EDITED for correct presentation or final presentation.
Description.
PIECES or PARTS of the game
(below:)
Math Pieces.
+,---,**,\/
X, Y, types.
RAPES types
Number 1 through 20
Math Counter / Challeneg Rate
Knockout Limit / EXTRA Limit (for anything I want)
OPPOSITE pieces
XX,XY,YY,YX superiority pieces.
"mon" (points system or something or currency)
Trap Pieces: allows the piece played to be concealed until a matching piece appears IF IT APPEARS.
Types of concealed pieces:
1. regular piece
2. TRAP piece:
-----> a. trap pieces
1. Same as Number, RAPES type, X or Y, or DEVASTATING
------> b. DEVESTATING TRAP PIECE
based on point hit accumulations:
|. PATTERN
|. STREAK
|. 3 of a kind etc.
|. RAPES streak etc.
---
Trap pieces are played as normal OR on top or next to regular character without being concealed
[?] !! [R] same RAPES type
[R]-[A]-[A]-[R] !!
------
THE ZERO PIECE:
It beats ALL pieces. OR
IF rate adds to zero
ZERO ("00") beats the piece before it ALWAYS.
this is interesting and I think there is a limit to ZERO HITS
----
Player starts with RAPES pieces times 4: each player gets 10 pieces.
Rate Characters [change name later]
X and Y
rates are for strategy and can help a lower charged piece beat a piece higher than it that was set before it.
For instance:
R6 is greater than P8 (R > P) UNLESS
R6 is a Y and P8 is a Y and a Y:Y rate piece is set and the rate is 3 and the rate Math sign is * (mutiply) THEN
6Y cannot beat a 24Y.
How rate is calculated:
using four math signs, addition, subtraction, mulitplication and division, three random numbers are summoned,
THEN
TWO random math signs are summoned from FOUR of the original signs:
EXAMPLE
in order from left to right
random numbers
2 --- 5 ---- 4
2 minus 5 is -3
THEN
-3 + 4 is 1
the rate then is 1.
HOWEVER 1 is never ALLOWED
so it is changed to 5.
less than one is allowed
zero is allowed
negative becomes absolute (Math.abs)
Example -3.4 becomes 3.4
..
Using a YY and a / division (20 signs max)
RY12 versus AY8
becomes
Y12 versus Y8
Y12 divided by 5 is Y2
Y2 does not beat Y8
..
moving on:
-----------------
Ways to make points
Easy version.
.......
following RAPESAERPS pattern
+ number of pattern characters followed
after 3 characters, even if the last character had lost the hit.
...
pattern hits
+4 + n of the number of pattern hits once or if pattern is broken.
for instance
RARA is + 4points
RARAR is pluss 5 points
RARARA in rare ocassion is + 9 points
then the pattern goes back to zero.
6-5-6-5-6 + 4 points
Y-Y-X-X-Y-Y-X-X +4 points
Ry6---Px6---Py5---Sx3 is + 4points
RY6---Px6---PY6---SX6 is +4points
one or the other
(later this might change)
...
3-4-5 of a kind.
RRR
RRRR
RRRRR
RYAYPY
RYSYSY == YYY
plus number of like characters
R6-P6-S6 == 666
...
hit streak
+5 points after 3hits + 2 point every hit after until streak is broken
for a 20 character game with 10 characters per player (change later EASY)
a total of 19 points
------vv
3 hit wins in a row +5points
4 hit wins in a row before break +7points
...
UNEVEN CHARACTER GAME (FUTURE hard version)
out of random 40 characters
player one gets random 13 characters
opponent gets 40 minus 13 (40 - 13) that is
27 characters versus 13
27 characters added up is like EXAMPLE
R6 * 27 is 162 total pics (mon)
(that's what I call it)
R12 * 13 is 156
162 is higher than 156
so 162 is doubled == 324
so player with 13 characters has 324 minus 156 mon to add to 13 or more rounds
.......................
Rules of runeven reciprocal
end mode (below):
when first player runs out
game ends.
R[13:0] and A[13:26]
opponent has 26 chars left
player has no chars left (0)
game ends.
------
knock out streak mode:
coninued character streak mode(below):
when player runs out of characters
game ends and only
with streak mode: that is, the character that wins continues to battle and knocks out the character after it until it is knocked out.
For example:
R beats A
R continues
R beats P
R continues
R beats P
R continues
R does not beat E
R is knocked out
E continues
S does not beat E
S is knocked out
E continues
P beats E
E is knocked out
P now continues
(For later, KNOCK OUT TIMES or LIMITS (LIMITED and UNLIMITED)
for instance 1, two, or three limits
amoutns of knock outs to be played
by a character)
..............
continued mode (below):
.--
in case of last used 13th character
player goes back to a piece that had already been used and uses it again
until zero is hit through other player
F12X[1] ... R6Y[13] v A9X[13], rate = 3, sign is ( ** ), challeneg/counter situation is "Y:X"
So:
F12X[1] can become
F12X[14] <<------- index.
...
OPPOSITE JOKER PIECE
normally R6 is greater than A12
however
with OPPOSITE JOKER PIECE
R6 become sless than A12
A12 wins.
...
Turn
last player to win last hit places character first in next turn.
For later X and Y can be changed with MOTION (TIME PIECE FOR TIME TRAVEL HIT) and REST (KEY PIECE FOR SOME OTHER ABILITY)
-John.