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🔒 Lock-In (App Version)

A digital implementation of the stack-based card game Lock-In, built with React, Vite, and Tailwind CSS.

🎮 Game Rules

I. Game Overview

  • Format: Stack-based card game
  • Players: 4+ players, divided into 2 teams.
  • Roles: 1 Describer and 1+ Guessers per team.
  • Objective: First team to capture 13 cards wins the game.
  • Total Deck Size: 25 cards per round.

II. The Standard Turn Flow

  1. The Draw

    • A card is drawn from the stack.
    • Only the Describers from each team may look at it.
  2. The Activation Roll

    • Roll a single six-sided die (D6).
    • Roll 1–5: Standard Round. No special constraints.
    • Roll 6: Power-up Round. Roll the D6 again to determine which neutral constraint applies (see Section III).
  3. The Clues

    • Team A (The Coin Flip Winner): The Describer gives a single-word hint. The Guesser makes a guess.
    • Team B: If Team A is incorrect, the Team B Describer gives their own hint. Team B's Guesser now has the advantage of hearing both hints.
  4. Escalation

    • If the card is not guessed after 3 failed hints from both sides (6 total hints), the hint limit increases to 2 words for all subsequent hints until the card is claimed.

III. Neutral Power-Up Table (Roll on a 6)

Power-ups affect both teams equally and are meant to add a challenge.

Roll Power-Up Description
1 Whiteboard Challenge One whiteboard is shared. Describers take turns drawing one continuous stroke at a time until the word is guessed. (Time limit applies).
2 Simultaneous Charades No talking. Both Describers act out the word at the same time. (10-second cooldown between guesses).
3 Low Bandwidth Describers can only use one-syllable words for their hints.
4 Data Corruption Roll the die again. The corresponding letter is forbidden from hints:
1=E, 2=T, 3=A, 4=O, 5=I, 6=N
5 High Traffic Simultaneous Guessing: Both Describers hint and both Guessers shout out at the same time. 10-second cooldown enforced between guesses.
6 Lookahead Both Guessers view 3 random cards in the deck. The deck is then shuffled, a new card is drawn, and the die is re-rolled.

IV. Action Rules & Penalties

Skips

  • Guessers have the option to skip a difficult card.
  • Describers cannot skip or pass.

The "Lock-In" Mechanic

  • Guessers can choose to "Lock In" a specific guess.
  • Penalty: If a "Locked In" guess is wrong, the opposing team is awarded a Free Guess immediately (no new hint given).
  • After the free

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