# 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](Modules.md) | 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.