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Modules Hazard

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Modules: Hazard

The Hazard slot decides what threatens the pawns. Up to three chips (the same chip twice with different settings is fine). Empty means no hazard. Ingredient: gunpowder. All slots

Chip What it does Recipe (shapeless)
Bouncing Ball A ball that bounces off walls and bats and scores past a goal line. Blank Chip + gunpowder + snowball
Chaser A drone that walks toward the nearest pawn through the maze. Blank Chip + gunpowder + rotten flesh
Falling Blocks Crates drop from the top at random; dodge or catch them. Blank Chip + gunpowder + cobblestone
Laser Sweep A beam with one gap sweeps back and forth; slip through the gap. Blank Chip + gunpowder + glowstone dust
Shrinking Floor The outer ring of the floor falls away at a steady interval. Blank Chip + gunpowder + sand

Touching a hazard costs a life unless the pawn has a shield, is a Paddle (it bats things back), or is a Runner in the air.

Bouncing Ball

Balls are served from the middle after a two-second pause and fly diagonally, bouncing off walls and paddles. A ball that crosses a player's goal line (see the Paddle pawn) costs that player a life and gives every other player a point, then a new ball is served. Without paddles it is simply a ball to dodge.

Setting Default Range
Count 1 1–4 balls
Speed 3 1–5

Chaser

Drones that step toward the nearest pawn through the maze, taking the shorter way round on a board that wraps. They do not turn straight back unless they must, and they keep off goal lines. A drone that is shot twice is destroyed and gives the shooter 5 points; a missing drone returns after three seconds.

Setting Default Range
Count 1 1–4 drones
Speed 2 1–5

Falling Blocks

Crates appear at random along the top and fall. A crate that reaches a paddle's goal line costs that player a life; a paddle that catches a crate scores a point. Low Gravity makes crates fall more slowly.

Setting Default Range
Rate (per 32 ticks) 4 1–10 (the chance, out of 32, that a crate appears each tick)
Speed 2 1–5

Laser Sweep

A beam across the board sweeps from one side to the other and back. It starts on the line farthest from every player, and on every pass it carries a gap (a quarter of its length, at least two cells) in a new place: slip through the gap or cross behind the beam. The beam never moves faster than one cell every two ticks. Shots cannot destroy it, and a paddle cannot bat it.

Setting Default Range
Period (ticks per sweep) 80 20–200
Axis Rows Rows (a horizontal beam), Columns (a vertical beam), Both

Shrinking Floor

At every interval the outermost ring of open floor becomes a hole, until the open area is down to the minimum size. A pawn standing on a hole loses a life. Walls, exits and goal lines stay. There is no warning flash: the interval is the warning.

Setting Default Range
Interval (ticks) 100 20–400
Minimum size 4 2–16 cells across

Odd combinations

  • A Bouncing Ball on Ring 24 wraps left and right, so it can only score at the top and bottom.
  • A Laser Sweep with period 20 on a board with a speed-1 Cursor is legal and very hard; the bench cannot warn about it.
  • A Stacker with Shrinking Floor: pieces fall through holes to the board's edge.
  • Pickups left on a hole by Shrinking Floor cannot be collected.

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