Tower

Three towers stand somewhere in a dark maze. Two teams, the Sun and the Moon, send in explorers to find them, claim them and hold them. You do not steer: you write one spell, in Python or JavaScript, that walks the maze, wards your towers and dispels the other team's wards. Whoever holds towers longest wins.

One against one, up to twenty-five against twenty-five, against other players or Xher's bots. Matches of twenty minutes to two hours. The tower-keepers in the Hall →

How a match is played

  1. Find. Each explorer sees a few squares around it; everything a teammate sees goes onto the team's map. Each tower stands in a room three squares wide.
  2. Claim. Three of a team standing in a free tower's room claim it (in matches of one or two a side, the whole team). After that one keeper is enough to hold it, so a large team can hold more than one; a tower left empty falls free.
  3. Duel. When rivals step into a held tower's room, everyone there is bound to a duel of up to 7 minutes. Every half minute comes a clash: each attacker's dispel strikes with three runes against a defender's ward, rune against rune, and everyone present adds to their side. Break the ward and the tower is yours; fail and you are cast back to your gate.
  4. Hold. A tower held 5 minutes without a break pays its team ten points, and a point every half minute after. The team with more points 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 against Xher's own sparring wards.

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