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Modules Pickup
The Pickup slot decides what the pawns collect. Up to three chips (the same chip twice with different settings is fine). Empty means no pickup. Ingredient: gold nugget. All slots
| Chip | What it does | Recipe (shapeless) |
|---|---|---|
| Key | Keys that unlock the exit; without one they are worth 5 points. | Blank Chip + gold nugget + tripwire hook |
| Score Orb | Orbs worth points; they return unless the rule is to clear them. | Blank Chip + gold nugget + gold nugget |
| Shield | Grab it to shrug off the next hits for a while. | Blank Chip + gold nugget + iron ingot |
| Speed Boost | Grab it to move faster for a while. | Blank Chip + gold nugget + sugar |
Pickups are placed on free floor cells at random (from the match's seed), never right next to where a player starts. Every pickup a Serpent collects makes it longer.
Placed once at the start, a few cells away from every player, and never replaced. With the Reach Exit rule and Needs key on, the exit unlocks when every key has been collected. In any other game a key is simply worth 5 points (the bench warns). Keys count as clearable for Clear Board.
| Setting | Default | Range |
|---|---|---|
| Count | 1 | 1–4 |
Each orb gives its value to whoever collects it. A collected orb comes back somewhere else after one second — except under Clear Board, where the orbs are placed once and the goal is to take them all.
| Setting | Default | Range |
|---|---|---|
| Value | 10 | 1–100 points |
| Count | 3 | 1–32 orbs |
Collecting it protects the pawn for the duration: hazards and shots do not cost a life. A collected shield returns after five seconds.
| Setting | Default | Range |
|---|---|---|
| Duration (ticks) | 100 | 20–400 |
| Count | 1 | 1–4 |
Collecting it makes the pawn faster for the duration. A collected boost returns after five seconds.
| Setting | Default | Range |
|---|---|---|
| Duration (ticks) | 100 | 20–400 |
| Count | 1 | 1–4 |