The character sheet lists a movement value that dictates how far a player can travel during their turn. This amount may vary depending on the weight or type of gear they are carrying.
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The variable functions as a dynamic integer in code, automatically adjusting through addition or subtraction based on current gameplay conditions.
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Refer to the image to see how the number of steps is represented. Players can keep track by placing one of the provided markers on the appropriate space.
Each character sheet contains a health tracker that shows amount of blood left in the player's body. Taking damage causes the number to drop, while healing raises it.
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The system essentially works like a coded integer variable with a value that updates depending on in-game conditions.
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The image shows the available hit points displayed as numbers. To track the current value, players can place one of the included markers on the matching space.
To add more depth to combat, special ability items were introduced. These spawn in unpredictable locations during matches and promote teamwork by offering powerful advantages to those who secure them. Retrieving one safely requires coordination and timing.
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Energy boosts movement by granting extra steps each turn. Damage increases attack strength through a multiplier. Healer restores full health to a wounded unit. Sight extends the player’s attack range.
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The image above displays the four main ability types using the top tile row. Below each are their flipped versions. There are duplicates, so identical buffs can appear more than once. Each item is used only once and must be removed from play after activation.
Each weapon in the game is paired with a specific die that reflects its damage potential. Lighter weapons are matched with dice that have fewer sides, while stronger ones are given those with higher values. The die serves as the main damage indicator for each weapon type.
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A comparable game system could use a random number generator with defined value ranges. The result would be stored as an integer to represent the outcome of a damage roll.
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The image shows each weapon tile with its corresponding die placed above it. A twelve-sided die is assigned to the shotgun, ten-sided to the assault rifle, eight-sided to the sniper, twenty-sided to the combat knife, six-sided to the grenade, and four-sided to the pistol.
The process of determining which buff or weapon appears on the battlefield is simulated by players drawing a tile blindly.
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The programming equivalent would be a random number generator used to produce a numerical value stored in an integer. This number is then compared against variables representing types using conditional checks. When a match occurs, the corresponding item is created in the game.
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The image above displays a selection of buffs and weapons that may be found inside the black bag to conceal what is being chosen.