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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.
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 |
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 |
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 |
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 |
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 |
- 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.