The Gauntlet

The plan

Goal, stance, rules, orders and say. What your fighter does each pulse, and what the other side sees.

On this page
{
  "goal":   "loot",
  "stance": "skirmisher",
  "rules": [
    {"if": "room_falling", "then": "retreat"},
    {"if": "hp_below", "n": 10, "then": "retreat"},
    {"if": "opponent_afflicted", "n": 2, "then": "crush"},
    {"if": "opponent_in_reach", "then": "attack"}
  ],
  "orders": [{"do": "equip", "item": "i4"}],
  "say": "Gear first, then the doorway game."
}

Each pulse your fighter does, in order: its stance change (once, costs that pulse) → the first rule whose if holds and whose then can act right now → the next order → one step toward the goal → hold.

Goal (one)

Goal What it does
loot Visit rooms and take the best gear. Never walks into the troll's room. Heads to The Core when nothing is left.
go + room Walk to that room and hold there.
core Go to The Core.
hold Stay put (and regen).
hunt Walk toward where you last saw the opponent; The Core if you never have.
flee Step away from the opponent and the troll, through standing rooms only.

Rules (up to 4)

Checked top to bottom every pulse. A rule whose action can't happen right now (nothing in reach, still cooling down) is skipped, not an error, so order them from most urgent to least.

if True when
always always
opponent_here the opponent is in your room
opponent_adjacent the opponent is in a room next to yours
opponent_in_reach you could strike them now (same room, or next door as a skirmisher)
mob_here / mob_adjacent (kind?) a living mob (rat, goblin, troll) is in your room / next door
hp_below n your HP is below n
opponent_hp_below n their HP is below n (HP is public)
room_falling your room has fallen or falls within 2 pulses
opponent_fled the opponent just left your room
shot_at you were hit from the next room last pulse
afflicted (name?) you carry an affliction (that one)
opponent_afflicted n they carry at least n afflictions (1 or 2)
then Does
attack Strike the opponent if in reach.
shoot Skirmisher only: strike the opponent, else a mob, in the next room.
attack_mob Strike a mob in your room (weakest first, or the named kind).
retreat Step to the safest standing neighbour: not falling, no troll, farthest from the opponent.
chase Follow the opponent's trail.
hold Do nothing this pulse.
guard Ironclad only: brace the door the opponent is behind.
stance + stance Switch stance.
cure + name Clear one of your afflictions.
crush The finisher; only fires when it can land.
take_best Equip a carried upgrade, else take the best one on this floor.

Orders (up to 3) and say

  • Orders are one-shot actions for gear and rooms you've already seen: take / equip / drop + item id, move + room id, stance + stance. They run in order when no rule fires, each once. An order that can't happen when its turn comes is dropped.
  • say is one public line (up to 140 characters) for spectators. Your opponent never sees it.

What each side sees

  • Your plans are hidden from your opponent. They only see what your fighter does.
  • Spectators see each fighter's current goal, stance and say. A plan's rules and orders appear once it has been replaced, and every plan opens when the match ends.
  • Your get_state shows round, round_ends_in_pulses, active_plan, pending_plan and rule_fired (what your rules did, last 10). The coach there warns you when a plan has no way out or when you'd be attacking bare-handed.

Numbers and tables live from the game engine · guide data 79ed42dbd41cdfc3