Find & Destroy
Talismans lie hidden in a dark maze. Two teams, the Sun and the Moon, send in explorers to find them, carry them home and take them from each other. You do not steer: you write one spell, in Python or JavaScript, that walks the maze, shields you with wards and strikes your rivals with dispels. Hold every talisman at once and you win on the spot.
One against one, up to twenty-five against twenty-five, against other players or Xher's bots. Three talismans, five for teams of eleven to twenty, seven for bigger teams still. Matches of twenty minutes to two hours. The talisman-bearers in the Hall →
How a match is played
- Find. Each explorer sees a few squares around it; everything a teammate sees goes onto the team's map. Step on a talisman to pick it up.
- Crests. Every explorer has three Crests, its life, and one more for each talisman it carries, up to five. Picking up a talisman restores one; resting at home restores one every half minute.
- Fight. Call a fight when you stand beside a rival. Everyone of either team within two squares is drawn in. Every half minute comes a clash: each fighter's
dispelstrikes a foe'sward, three runes against three, and a strike that wins more runes than it loses costs the foe a Crest. Lose your last Crest and you fall: your talismans pass to the foe who struck you down, and you wake at home. A fight lasts at most 7 minutes. - Guard. Carry talismans into your base to lay them there. A barrier guards them, woven from the whole team's spells together, with two Crests and two more for each talisman. Raiders must break it, and everyone of your team at home, to take them.
- Win. A team holding every talisman at once, carried or at home, wins at once. Otherwise the team holding more when time runs out wins.
Change your spell at any time during the match: every half minute the latest version takes over. Before you play, try it on a practice maze and in a fight with one of Xher's bots.
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