Previous<--
Index-->
Next
Players
So what does a team look like? Well, a team consists of 4 different kinds
of players. Their advantages and disadvantages will be explained later
on in more detail. We start will a revue of the players here under. Next
to each name you see the how of each kind of players looks like on the
screen. The players types are :
-
eaters
-
explorers
-
ghosts
-
hunters
In order to distinguish the players of each team different color are used.
Two colors are available, white or black. On screen these colors are used
as background for each player.
You have no choice as for the composition of your team. Each and every
team has exactly these four kind of players once. The only way for your
team to make a difference is in the way you program your player to behave!
You will need to make you players act like a team. Indeed, each of the
player has a quite specific function. Some players can run faster where
others can bring items back to the home cells. You will soon find out that
you need to work a some strategy to maximize your chances of success.
Normally there can only be 1 player per cell. The only exception are
the home cells where there is no limitation. Each camp has only one eater,
one hunter and one explorer. You will however have several ghosts.
What players can do
The possible actions are:
-
Move
-
A player is limited to the walls of the arena labyrinth, cannot go into
an opponent home cell or into a cell with another player (jumping over
a player is also impossible).
-
A player can go into a cell with an element.
-
After a player picked up something or killed a player, he can continue
to move...
-
Put Walls
-
A players can acquire 'walls', if opponants are killed by a mine (see
here), and put them on the field along its path.
-
He cannot put a wall in the 'safe area' of the opponant team. The safe
area is an area of distance 3 around the 2 home cells.
|
# moves |
typical actions |
special |
Eater |
6 |
take Apples, put at home |
|
Ghost |
5 |
kill Eaters & Explorers |
|
Hunter |
5 |
kill Ghosts |
|
Explorer |
6 |
take Bonus -> put Mines |
detects mines when walking over them |
-
An Eater can pick up Apples and drop them in its home cells (3 points).
Only when an apple is dropped in the home cell will the team get the points.
-
An Explorer can pick up a Bonus (1 point) and put a mine in an empty cell
(but not in a home cell).
-
A Ghost can kill opponent Eaters and Explorers (2 points).
-
A Hunter can however kill opponent Ghosts (2 points)!
What players can see/know
Of course in order to behave in an intelligent way the different players
should get some information about the game situation. Here are the different
information elements a player can get:
-
A player knows the whole Arena Labyrinth.
-
A player sees players and elements around him, but limited to its visibility:
-
a player sees everything except mines in all directions, but not through
the walls
-
Mines are only seen by Explorers when they walk over them (an Eplorer thus
act like a mine detector).
-
A player knows the number of elements and other players in the arena.
Birth & Death
Elements and player are submitted to some rules as far as the moment
when they appear in the arena or when they are killed.
-
All players start the game at their home cells.
-
When a player is killed, the opposite camp receives 2 points.
-
All players except the Hunter can be caught
-
All players die when they step onto a mine (see
here)
-
When an Eater, an Explorer or a Hunter is killed, he goes back to one of
the Home cells (randomly chosen).
-
When an Eater is killed, the apples he carries are randomly scattered around
the position where he died (in a radius of 2 cells).
-
A killed Ghost is not reborn. New Ghosts come regularly out of the Ghost
Home cells, at an average rate of 1 each 3 turns or when they are all killed
(like Apples & Bonus generation).
Previous<--
Index-->
Next
-Back to the top
-