Modules: Hazard

The Hazard slot decides what threatens the pawns. Up to three chips (the same chip twice with different settings is fine). Empty means no hazard. Ingredient: gunpowder. All slots

ChipWhat it doesRecipe (shapeless)
Bouncing BallA ball that bounces off walls and bats and scores past a goal line.Blank Chip + gunpowder + snowball
ChaserA drone that walks toward the nearest pawn through the maze.Blank Chip + gunpowder + rotten flesh
Falling BlocksCrates drop from the top at random; dodge or catch them.Blank Chip + gunpowder + cobblestone
Laser SweepA beam with one gap sweeps back and forth; slip through the gap.Blank Chip + gunpowder + glowstone dust
Shrinking FloorThe outer ring of the floor falls away at a steady interval.Blank Chip + gunpowder + sand

Touching a hazard costs a life unless the pawn has a shield, is a Paddle (it bats things back), or is a Runner in the air.

Bouncing Ball

Balls are served from the middle after a two-second pause and fly diagonally, bouncing off walls and paddles. A ball that crosses a player's goal line (see the Paddle pawn) costs that player a life and gives every other player a point, then a new ball is served. Without paddles it is simply a ball to dodge.

SettingDefaultRange
Count11–4 balls
Speed31–5

Chaser

Drones that step toward the nearest pawn through the maze, taking the shorter way round on a board that wraps. They do not turn straight back unless they must, and they keep off goal lines. A drone that is shot twice is destroyed and gives the shooter 5 points; a missing drone returns after three seconds.

SettingDefaultRange
Count11–4 drones
Speed21–5

Falling Blocks

Crates appear at random along the top and fall. A crate that reaches a paddle's goal line costs that player a life; a paddle that catches a crate scores a point. Low Gravity makes crates fall more slowly.

SettingDefaultRange
Rate (per 32 ticks)41–10 (the chance, out of 32, that a crate appears each tick)
Speed21–5

Laser Sweep

A beam across the board sweeps from one side to the other and back. It starts on the line farthest from every player, and on every pass it carries a gap (a quarter of its length, at least two cells) in a new place: slip through the gap or cross behind the beam. The beam never moves faster than one cell every two ticks. Shots cannot destroy it, and a paddle cannot bat it.

SettingDefaultRange
Period (ticks per sweep)8020–200
AxisRowsRows (a horizontal beam), Columns (a vertical beam), Both

Shrinking Floor

At every interval the outermost ring of open floor becomes a hole, until the open area is down to the minimum size. A pawn standing on a hole loses a life. Walls, exits and goal lines stay. There is no warning flash: the interval is the warning.

SettingDefaultRange
Interval (ticks)10020–400
Minimum size42–16 cells across

Odd combinations

  • A Bouncing Ball on Ring 24 wraps left and right, so it can only score at the top and bottom.
  • A Laser Sweep with period 20 on a board with a speed-1 Cursor is legal and very hard; the bench cannot warn about it.
  • A Stacker with Shrinking Floor: pieces fall through holes to the board's edge.
  • Pickups left on a hole by Shrinking Floor cannot be collected.

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