Difference between revisions of "Test of Set's Ladder"
Line 63: | Line 63: | ||
*Dig up a limestone (or other suitable) block | *Dig up a limestone (or other suitable) block | ||
*Create gold wire | *Create gold wire | ||
− | *Design a Set's Ladder Puzzle and Solve it <b><talent | + | *Design a Set's Ladder Puzzle and Solve it <b><2 talent points></b> |
*Have 7 Judges solve and rate your Set's Ladder Puzzle, at lest Good <b><2 talent points></b> | *Have 7 Judges solve and rate your Set's Ladder Puzzle, at lest Good <b><2 talent points></b> | ||
*All of the above, OR solve three recently recognized Set's Ladders | *All of the above, OR solve three recently recognized Set's Ladders |
Latest revision as of 22:54, 27 December 2023
Overview
A Set's Ladder can be rigged on a 14-block Pyramid of the People to satisfy Tale 7 Initiation or a more serious Set's Ladder can be build on the larger Pyramid of the Fertile Land.
The Pyramid of the People Set's Ladder has 4 different colors (red, orange, yellow, green) while the Pyramid of the Fertile Land Set's Ladder can be much more sophisticated and has 1 extra color (blue).
You will gain Focus, and be able to judge the puzzle, by reaching the top of the ladder.
For anyone who thinks that Set's Ladder puzzles are boring, remember that until now, no one has had reason to design a really good one.
The idea is to design a game that is interesting, fun, and/or rewarding so that people will want to play it several times. The steps in design is specifying the probabilities of which colors of blocks 'win' versus other colors of blocks, how many blocks someone playing will get to use to attempt to clear the pyramid, the ante/reward, victory conditions, and instructions for playing.
Playing a Set's Ladder
Starting a new game will require an ante of a specific type of item specified by the builder. Most Set's Ladders are built more for fun than profit and since they are always located on sand, sand is a very common ante. After beginning the game, you will receive a specific number each of various colors of blocks. The general idea is that based on where you are standing when you choose a block, the block you choose will climb its way up the pyramid attempting to destroy other blocks until it is stopped by one that cannot be destroyed. The objective to win is either to clear the top or sides of the pyramid (or both). Specific colors will destroy specific other colors of blocks, however some Set's Ladders will have random chances of a given color destroying another, so more than one attempt with the same color may be neccessary.
Ante
Starting a new game of Set's Ladder requires an ante from the player, the type and amount of the ante being specified by the designer. Most Set's Ladders are built more for fun than profit, and since they are always located on sand, sand is a very common ante.
Objective
At the start of the game, every block of the pyramid is home to a colored piece, or "ark". Arks may be colored red, orange, yellow, or green. The player starts with a supply of colored tokens; these tokens can also be red, orange, yellow, or green. The objective of Set's Ladder is for the player to use her tokens to destroy the arks, and so clear a path to the top of the pyramid. Destroying the ark at the top earns the player a jackpot. Higher jackpots can be won by clearing one or more entire sides of the pyramid. The game ends when the player has used up her supply of tokens.
Playing
To play, the player stands somewhere at the base of the pyramid and chooses a token from her supply. Whichever block the player is standing nearest to is the one that is "attacked" first. The token will always begin at the bottom tier of the pyramid and work its way up to the top block (the 3rd tier), providing it is not blocked and destroyed.
Anytime a token lands on a block that has an ark on it, either the ark or the token will be destroyed. Which piece "wins" depends on their respective colors, and on the rules set by the puzzle's designer. For example, the designer might design his puzzle so that a red piece beats a green piece 75% of the time, or 100% of the time, or 0% of the time. The only unalterable rule is that a token will always lose against an ark of the same color.
The designer may explain his puzzle's rules in the instructions, or he may choose to let you work them out on your own through trial and error. Ultimately, the goal is to ascertain which colors work best against which colors, and to use that knowledge to "plan your attack" on the pyramid.
Tips on Playing
- There are 4 colors. You have a palette of colors you can use to knock out the ones on the pyramid. You stand next to the color on the pyramid (or in it) to attack that color.
- Like colors always fail. So selecting a red to attack the red on the pyramid will always fail.
- The other colors have a "chance" of taking out the markers on the pyramid. This depends on the design and is set by the player who sets up the pyramid.
- Sometimes these will work 100% of the time - say Red vs Yellow. If the designer set it up this way then Red always wins against Yellow but often these will be set up on a % chance. So Red may win against Yellow 20%. You wont know until you play the pyramid.
- If the designer set the % chance on a combination then the opposite is true... which means if the design indicated Red vs Yellow 75% of the time then Yellow vs Red is 25% (it all has to add up to 100%)
- The path taken by the tokens up the pyramid is "random" it may jump up to the top in different ways.
Maps of Set's Ladders
Building a Set's Ladder
To initiate into the discipline of Thought you need to design a game of Set's Ladder and then get enough people to play it so that its poularity reaches 100. It is constructed on a 14 block pyramid (Pyramid of the People) which has been "rigged". Note that you do not have to build the pyramid or rig it yourself to pass the initiation. In Tale 1, there were many people willing to lend or rent pyramids that were rigged with Set's Ladders for the purposes of passing the initiation. Hopefully this will occur again in Tale 2. See the bottom of this page for a list of rental pyramids. If you do want to rig your own, the cost is:
- 10 gold wire
- 13 fine glass rod
- 1 Amethyst Queen's tomb
- 1 Garnet Queen's tomb
- 1 Lapis Queen's tomb
- 1 Turquoise Queen's tomb
The idea is to design a game that is interesting, fun, and/or rewarding so that people will want to play it several times. The steps in design is specifying the probabilities of which colors of blocks 'win' versus other colors of blocks, how many blocks someone playing will get to use to attempt to clear the pyramid, the ante/reward, victory conditions, and instructions for playing.
People playing the game increases the popularity of the Ladder - multiple games from the same player will add more points, but the popularity increase gets smaller every iteration (goes to 0 after about 7 games?). Approximately 10 people playing multiple times will probably generate enough points (guesstimate based on Tale1). .
In case you want to build a bigger Set's Ladder, the costs for rigging a Pyramid of the Fertile Land are 200 gold wire, 2 Large Gears, 52 Small Gears, 26 Fine Glass Rod, and 8 each Queen's Tomb cut amethyst, lapis, turquoise and garnet. But note that is NOT needed to pass the Initiation of Set's Ladder in Tale 7
Talent Points
- Create glass rod
- Bore for limestone blocks
- Dig up a limestone (or other suitable) block
- Create gold wire
- Design a Set's Ladder Puzzle and Solve it <2 talent points>
- Have 7 Judges solve and rate your Set's Ladder Puzzle, at lest Good <2 talent points>
- All of the above, OR solve three recently recognized Set's Ladders
- Have your design recognized as the greatest in Egypt
Some Notes on Ladder Configuration
Once the pyramid has been rigged, the option is given to Configure Set's Ladder. Selecting this brings up a screen which allows you to set the parameters of the puzzle. There are four parts to the design: the layout of blocks on the pyramid, the likelihood of a given color of each pair 'winning' when they meet, the number of tokens of each color the player is given at the start of the game, and the ante and payouts for the given pyramid. The layout of blocks is accomplished by clicking on the squares in the top-down representation of the pyramid on the left. When a player plays a token at the base of the pyramid, it will work its way up, starting at the block that the player is standing next to, then to an adjoining block (randomly selected, if there are two) on the next tier, and then to the top. The token will challenge each marker as it goes up the ladder: if it wins, it annihilates the marker, and proceeds to the next level; if it loses, it vanishes and the marker remains intact.
To the right of the layout is a triangular matrix showing the relationship between the various colors. Each field in the matrix can be set to a number between 0 and 100; this is the percentage chance of the color on the top row beating the color on the left column when they meet. Note that these are linked for each color pair, and no distinction is made between which color is the marker on the pyramid, and which is the token being played.
- If green is set to beat red 75% of the time, then if the player plays a red token on a green marker, it will win 25% of the time.
At the beginning of the game, the player is given a number of tokens of each color, defined at the bottom of the configuration screen. If you're getting an error message about "The player must have at least one ark", this is what is broken; set at least one of the colors to 1 or more tokens.
The final aspect of configuration is that of the ante and payouts. The ante is simply the number of items of a given type that one must pay in order to play the Set's Ladder. The payouts are how many of that same item the player gets back for completing various objectives. The first (and easiest) objective is to clear the top of the ladder. The second through fifth (and final) objective are the clearing of successive faces (all six markers that occupy blocks on any given face of the pyramid). The payouts are cumulative, so if all five objectives are set to one, the payout for completely clearing the pyramid of markers would be five. The ante type is set from the pyramid's menu; you must have at least one of an object type in your inventory to choose it as an ante type. You can use the pyramid menu to load the pyramid's 'bank' to cover payouts, and you have the option to turn on or off the display of the bank balance to players.