Abandoned crates: Difference between revisions
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==== Rule 1 - Number Extension: ==== | ==== Rule 1 - Number Extension: ==== | ||
From any number, you may draw a line in any direction out from | From any number, you may draw a line in any direction out from a number. This line will continue until it touches a wall. Only one line may be drawn per number.[[File:Rule1 RG.png|thumb|200x200px|Lines may be drawn from any number until they contact a wall.|none]] | ||
==== Rule 2 - Reflection: ==== | ==== Rule 2 - Reflection: ==== | ||
If the resulting line from Rule 1 has a length equal to the number that it originated from, the end of that line (the arrowhead) becomes a number of equal size. | If the resulting line from Rule 1 has a length equal to the number that it originated from, the end of that line (the arrowhead) becomes a number of equal size. |
Revision as of 05:55, 27 September 2024
Abandoned Crates are rare objects found off station within away sites and ruins typically used to contain rare & valuable loot.
Initially locked, abandoned crates may be opened by completing a mini game, the list of possible mini games and their rules are contained on this page.
Reflection Golf
Rules:
Rule 1 - Number Extension:
From any number, you may draw a line in any direction out from a number. This line will continue until it touches a wall. Only one line may be drawn per number.
Rule 2 - Reflection:
If the resulting line from Rule 1 has a length equal to the number that it originated from, the end of that line (the arrowhead) becomes a number of equal size.
Arrows that become numbers are equally affected by this rule.
Arrow heads will be highlighted one of three colours depending on their state:
Red - This line has terminated; it is not functioning as a number.
Green - This line has not terminated and is currently functioning as a number
Yellow - This line is functioning as a number, but already has a line drawn from it (Has been used)
Rule 3 - Walls:
All numbers, lines, game borders and arrows act as if they were walls for the purpose of Rule 1.
Rule 4 - Scoring:
The game is one if any line *terminates* within the goal. If a line passes through a goal without stopping, it counts as a failure and the move must be undone or the board reset.
Rule 5 - Completeness:
Every reflection gold puzzle has one and only one solution. All numbers on a game board are part of this solution. No tile is useless.
Example Puzzle:
Test
Command
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Synthetic
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Security
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Engineering
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Science
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Medical
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Cargo
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Service
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Central Command
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Antagonist
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Ghost
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