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Cookbook

Short, focused recipes for mechanics that come up again and again. Each one is a self-contained pattern you can lift into your own ruleset and adapt. They assume you’ve read Core concepts and know the same/other binding model.

RecipePattern
Tagging & role handoffPass a role between players on a tag
ScoringAccumulate points per event or per second
Win conditionsEnd the game on a target, a count, or a timer
Capture & carryPick up, carry, score, and drop items
Freeze & thawDisable a player until a teammate frees them
Zones & boundsOut-of-bounds nudges and gated zones
TimersPer-second counters and delayed effects
BotsA minimal chase/flee opponent
Ensure a role existsSelf-heal a role that vanished
  1. Gate one-shot effects with a flag. Level conditions (count_state, compare, state_equals) re-evaluate every tick. If an action should happen once, set a done/announced flag in the same do and add state_equals … false to the when.
  2. Establish the binding first. In an and, put the player-binding condition (proximity, interaction, or a state_equals who: any) before the filters that reference same/other, and put tick last.