Goldberg Machine

TBD

Designer(s): uriquack Match Type: DM (for 2 players)
Featured in: The Genius: House of Larks

Goldberg Machine


In this game, players observe sets of rules and apply them to boards.


General


This game takes place over 18 rounds (6 Sets).


Each round is played by observing a 6x6-8x8 sized square grid filled with tiles (labeled A-H and 1-8 algebraically). Each board is worth 1 point.


Every three rounds is a Set. Each Set, tiles will have a different set of rules assigned to them (these rules will be announced alongside the first board in the Set), including a target rule that determines how a point is earned from the boards within the set.


The rules for these Sets will be revealed during the Death Match, prior to Rounds 1, 4, 7, 10, 13 and 16. Both players will have the chance to read and fully understand the rules before the boards for each Set are released.


Once a board is solved for, the player who solves it earns a point; we then proceed to the next round.


If a round has lasted 5 minutes and remains unsolved, the round ends and the board is discarded; we proceed immediately to the next round.


Administration


This game uses a public buzz-in system. A buzz-in would be represented by the written solution itself.


If the solution is correct, you gain one point, and the game proceeds to the next round.


If the solution is incorrect (or invalid), it is considered a failed buzz. After a failed buzz, the player who performed a failed buzz cannot buzz in for another 45 seconds (from the time of their failed buzz). Players may still attempt to buzz as the host evaluates solutions.


What constitutes the notation for a valid solution will be given in the Set’s ruleset, but if the host is able to accurately interpret your solution, it will be considered a valid solution. Coordinates, i.e. A1 and C3, are recommended to provide a substantive point of relativity.


The game ends at the end of 18 rounds or once a player earns more points than the other player's score + the number of remaining rounds. If at the end of 18 rounds the score is tied, then the Death Match Opponent wins the Death Match.


An example Set rule will be provided shortly.


Amendment:

The rules for these Sets will be revealed during the Death Match, on Rounds 1, 4, 7, 10, 13 and 16.

The rules for these Sets will be revealed during the Death Match, prior to Rounds 1, 4, 7, 10, 13 and 16. Both players will have the chance to read and fully understand the rules before the boards for each Set are released.


Addendum:

For each board released, I will provide a copy-able spreadsheet for note-taking purposes.


Amendment:

If the solution is incorrect (or invalid), it is considered a failed buzz. After a failed buzz answer of a failed buzz is evaluated, the player who performed a failed buzz cannot buzz in for another 45 seconds (from the time of their failed buzz). Players may still attempt to buzz as the host evaluates solutions.


Set Rules

Set 1 Rules


Find a starting coordinate that allows you to land on a number of tiles that falls within the given range before falling off the board. (The starting coordinate will count as a tile you’ve “landed on”.)


For each tile, the letter represents a cardinal direction: North, South, West, and East.

The number represents the number of steps you must take.

When you land on a tile, you must jump in that direction the number of specified steps.

Landing on a tile creates a hole in that space as you depart from it. The removed tile will still be counted as a “step” in the path of travel, but landing on it a second time will cause you to fall off the board.


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Set 2 Rules


Calculators and formulas are NOT allowed.


Find any grouping of 4 contiguous (connected orthogonally) tiles (they should form a tetromino) such that the four tiles sum to the target number.


For formatting, you may use an image editor, or you may name the four coordinates.


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Set 3 Rules


By sliding rows and columns the number of times specified, transform the left figure into the right figure.


Format your answers by saying the row/column then the number of spaces the row/column slides in which direction for each slide. (Please order your slides appropriately.)


These boards loop, meaning, sliding a row with white tiles only other than a singular black tile in the rightmost column twice to the right will move the black tile to the second column (the rest of the tiles in that row will remain white).


Set 4 Rules


Find the coordinate of the singular (sole) letter that isn’t contained within the WORD TRACK.


The word track is a chain of common English words (a non-native speaker would not find particular difficulty with these words). These words have a minimum of 4 letters and a maximum of 9 letters. Starting from the starting letter and ending at the ending letter, the word track is formed in a contiguous path that moves orthogonally.


The designated starting and ending letters will be indicated for each board.


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Set 5 Rules


Create a 3 in a row of each color using the exact number of switches specified. Format your solution by designating the row(s) and column(s) that perform switches.


For each switch, you may switch either a row or a column.

When you switch a row or column, every color in that row or column will transform to the next colour in the transform order. The transform order is as follows:

Red>Yellow>Green>Blue>Purple>Red.


If you switch a row and a column, the coordinate that is covered by both will transform twice.

You may not switch the same row or column twice.


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Set 6 Rules


Solve for the board according to a past Set Rule.


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