01 // SYNTAX
x ACTION blank = roll
B DIE A – F
’ OWNER blank = ours
4 VALUE 1 – max
A d4
B d6
C d8
D d10
E d12
F d20
A move is two to four characters. The letter names the die, a trailing prime marks the opponent’s die, and the value is what it now shows. Who acted is never written: it comes from the turn.
02 // ACTIONS
· ROLL
No symbol. Move one of your dice from your fixer into your gigs with its result.
1|A3
WE
d4 3
THEY
—
x STEAL
Take a die from the opponent's gigs into yours. It keeps its value; no value is written.
1|B3
2|xB
WE
—
THEY
d6 3
+ INCREMENT
Raise a gig die. New value must exceed the current one and fit the die.
1|B3
2|..
3|+B5
WE
d6 5
THEY
—
- DECREMENT
Lower a gig die. New value must be below the current one and at least 1.
1|B4
2|..
3|-B2
WE
d6 2
THEY
—
= SET
Set a gig die to any legal value, regardless of what it shows now.
1|C7
2|..
3|=C4
WE
d8 4
THEY
—
~ REROLL
Reroll a gig die and record the new result. Same owner, same controller.
1|C7
2|..
3|~C3
WE
d8 3
THEY
—
03 // STRUCTURE
first: WE Optional header. Who took turn 1. Defaults to WE.3| B4 -B2 One turn per line. Odd turns belong to the first player.(-A’2) Parentheses: the other player acted, right here in the sequence... A pass. A blank line is an error, never a pass.xB’3 Value on a steal is optional. If written, it must match.; note Semicolon to end of line is a comment.04 // CONSTRAINTS
- 01 Roll only your own dice, only from your fixer
- 02 The d20 rolls last: it must be the only die left in your fixer
- 03 Steal only from the opponent’s gigs. The die keeps its value
- 04 Increment, decrement, set, and reroll need the die to be in someone’s gigs
- 05 Instants may modify values but never roll or steal
- 06 Win: hold 7+ gigs at the start of your turn. From turn 15, a steal that reaches 7 wins at once
- 07 16 turns is the soft cap; longer games are flagged, not rejected
05 // TRACE
1/10
01 WE A4 -A1 WE rolls d4, drops it to 1
02 THEY A'4 THEY rolls d4
03 WE B4 -B2 WE rolls d6, drops it to 2
04 THEY B'1 THEY rolls d6
05 WE C8 -B1 (-A'2) WE rolls d8. THEY’s instant drops their d4
06 THEY C'3 xC THEY rolls d8, steals WE’s d8
07 WE D6 -D4 xB' xA' WE rolls d10, steals THEY’s d6 and d4
08 THEY D'4 THEY rolls d10
09 WE E12 xC' xD' WE rolls d12, steals two more: 8 dice
10 THEY E'12 THEY rolls d12. WE wins at the start of 11
…
WE 1 gig
FIXER
d6
d8
d10
d12
d20
GIGS
d4 1
THEY 0 gigs
FIXER
d4’
d6’
d8’
d10’
d12’
d20’
GIGS
none