Scramblecoin: Difference between revisions

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55 bytes removed ,  22:58, 19 December 2023
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replace "square" with "tile" as in-game description uses "tile"
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m (replace "square" with "tile" as in-game description uses "tile")
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Player character can challenge any [[Characters|villager]] to Scramblecoin, and the first played game with that villager is worth 3 ranking points for victory, 2 for draw, 1 for defeat. If the villager is seeking a game, then this bonus game is worth 6 ranking points for victory, 4 for draw, 2 for defeat. (Bonus game can happen even after the villager has already played Scramblecoin for the day.) If the player cancels in the middle of the game, it is forfeit. Forfeited game awards no ranking points, and the game is also counted as played for the day. The ranking points maxes out at 300, at which point, first played game and bonus games no longer award any ranking points.
Player character can challenge any [[Characters|villager]] to Scramblecoin, and the first played game with that villager is worth 3 ranking points for victory, 2 for draw, 1 for defeat. If the villager is seeking a game, then this bonus game is worth 6 ranking points for victory, 4 for draw, 2 for defeat. (Bonus game can happen even after the villager has already played Scramblecoin for the day.) If the player cancels in the middle of the game, it is forfeit. Forfeited game awards no ranking points, and the game is also counted as played for the day. The ranking points maxes out at 300, at which point, first played game and bonus games no longer award any ranking points.


Game board of 8x8 is generated with random lake (2x2 square obstacle, up to max 1 lake), rocks (1 square obstacle), fences (destructible by specific abilities, placed on edges of squares; blocks orthogonal movement on the edge it is placed on; blocks diagonal movement if two fences connect at a corner of a square's diagonal).
Game board of 8x8 is generated with random lake (2x2 tile obstacle, up to max 1 lake), rocks (1 tile obstacle), fences (destructible by specific abilities, placed on edges of tiles; blocks orthogonal movement on the edge it is placed on; blocks diagonal movement if two fences connect at a corner of a tile's diagonal).


First select line-up of 5 pieces. If the player cancels here, the game does not count as a forfeit.
First select line-up of 5 pieces. If the player cancels here, the game does not count as a forfeit.
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Player goes first. There are 5 turns total. Each turn consists of placing/replacing one piece on the board (placing or replacing a piece on the board is skippable) and moving all their pieces (indicated by "Zzz" on piece icon).  
Player goes first. There are 5 turns total. Each turn consists of placing/replacing one piece on the board (placing or replacing a piece on the board is skippable) and moving all their pieces (indicated by "Zzz" on piece icon).  


At the beginning of player/opponent's turn (before pieces are placed), the board will randomly generate star coins to collect. Each silver coin is worth 1 point. On turn 4 and 5, two squares of gold star coins, each worth 3 points, are generated for the player. For the opponent, on turn 4, they get two square of gold coins; but for turn 5, only one square of gold star coin is generated. (NOTE: going second is a huge advantage, especially at low ranking when the player leaves a lot of coins left for the opponent to gobble up. The opponent only gets 1 gold coin on turn 5, presumably this is to help balance the huge advantage of going second).
At the beginning of player/opponent's turn (before pieces are placed), the board will randomly generate star coins to collect. Each silver coin is worth 1 point. On turn 4 and 5, two tiles of gold star coins, each worth 3 points, are generated for the player. For the opponent, on turn 4, they get two tiles of gold coins; but for turn 5, only one tile of gold star coin is generated. (NOTE: going second is a huge advantage, especially at low ranking when the player leaves a lot of coins left for the opponent to gobble up. The opponent only gets 1 gold coin on turn 5, presumably this is to help balance the huge advantage of going second).


Game ends after the opponent's 5th turn. Game is won by the one with the highest score; draw if score is tied. The player advances on the ranking track and unlocks new pieces. The pieces unlocked are random. The last piece is unlocked at 300 ranking points.
Game ends after the opponent's 5th turn. Game is won by the one with the highest score; draw if score is tied. The player advances on the ranking track and unlocks new pieces. The pieces unlocked are random. The last piece is unlocked at 300 ranking points.
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Pieces all have unique movement and their own designated starting position. Pieces are placed either on their starting position, or take the place of an existing piece on the board. Pieces can never move past the edge of the board. Lakes, rocks, fences are random obstacles to movement; and other pieces also block movement.
Pieces all have unique movement and their own designated starting position. Pieces are placed either on their starting position, or take the place of an existing piece on the board. Pieces can never move past the edge of the board. Lakes, rocks, fences are random obstacles to movement; and other pieces also block movement.


* Pieces move up to a maximum number of squares. (For example, Mickey can choose to move 1, 2, or 3 squares.) However, pieces with Charge ability do not pick the number of squares, instead move in one direction until stopping before an obstacle, another piece, or the edge of the board.
* Pieces move up to a maximum number of tiles. (For example, Mickey can choose to move 1, 2, or 3 tiles.) However, pieces with Charge ability do not pick the number of tiles, instead move in one direction until stopping before an obstacle, another piece, or the edge of the board.
* Pieces cannot move through other pieces or obstacles. If they have Ethereal ability, they can move through a piece or obstacle but the destination square must be free.
* Pieces cannot move through other pieces or obstacles. If they have Ethereal ability, they can move through a piece or obstacle but the destination tile must be free.
* Pieces move either orthogonally (horizontally/vertically at right angles to the game board grid), or diagonally, or any single direction. (For example, Mickey can only move orthogonally, Minnie can only Diagonally, and Donald any direction.) The exception is that Goofy, [[Rafiki (Figurine)|Rafiki]], Scar, and EVE move (3/4/4/8 squares) in any combination of directions in one jump. However, Jump cannot land on an obstacle, with the exception of Scar who can land on another piece.
* Pieces move either orthogonally (horizontally/vertically at right angles to the game board grid), or diagonally, or any single direction. (For example, Mickey can only move orthogonally, Minnie can only Diagonally, and Donald any direction.) The exception is that Goofy, [[Rafiki (Figurine)|Rafiki]], Scar, and EVE move (3/4/4/8 tiles) in any combination of directions in one jump. However, Jump cannot land on an obstacle, with the exception of Scar who can land on another piece.
* Pieces will collect all coins along the way to their destination, unless it is jump movement. (For example, Simba/Nala jump orthogonal/diagonal up to two squares twice, for up to 4 squares travelled, but they only collect at the destination of each jump.)
* Pieces will collect all coins along the way to their destination, unless it is jump movement. (For example, Simba/Nala jump orthogonal/diagonal up to two tiles twice, for up to 4 tiles travelled, but they only collect at the destination of each jump.)
* Some pieces move twice or three times. The direction and number of squares can vary. But each piece on the board must use all their movements. (For example, Anna moves 3 times 1 square orthogonally, so Anna cannot just move 1 square like Mickey can.)
* Some pieces move twice or three times. The direction and number of tiles can vary. But each piece on the board must use all their movements. (For example, Anna moves 3 times 1 tile orthogonally, so Anna cannot just move 1 tile like Mickey can.)
* When a player or opponent's piece is travelling over a square with ice patch (left by Elsa), the piece will continue travelling in that direction, as if sliding on ice, and stopping on the next non ice patch square. This sliding will also interrupt the planned movement of pieces with multiple moves or Charge ability, stopping them early. Pieces with Jump are unaffected by ice.
* When a player or opponent's piece is travelling over a tile with ice patch (left by Elsa), the piece will continue travelling in that direction, as if sliding on ice, and stopping on the next non ice patch tile. This sliding will also interrupt the planned movement of pieces with multiple moves or Charge ability, stopping them early. Pieces with Jump are unaffected by ice.


==Pieces==
==Pieces==
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| Corners
| Corners
| 4 (any direction)
| 4 (any direction)
| Jump (Movement directly jump to the target tile, ignoring anything in between).<br>Pushes adjacent figurines away by 1 square at the end of his movement.
| Jump (Movement directly jump to the target tile, ignoring anything in between).<br>Pushes adjacent figurines away by 1 tile at the end of his movement.
|-
|-
| style="text-align:center;" | <!--[[File:Scar (Figurine).png|center|90px|link=Scar (Figurine)]]--> [[Scar (Figurine)|Scar]]
| style="text-align:center;" | <!--[[File:Scar (Figurine).png|center|90px|link=Scar (Figurine)]]--> [[Scar (Figurine)|Scar]]
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| Borders
| Borders
| orthogonal (horizontal, vertical)
| orthogonal (horizontal, vertical)
|Charge (Movement continues until an obstacale or the side of the board is hit).<br>Pushes adjacent figurines away by 1 square at the end of his movement.
|Charge (Movement continues until an obstacale or the side of the board is hit).<br>Pushes adjacent figurines away by 1 tile at the end of his movement.
|-
|-
| <!--[[File: Gaston Scramblecoin Portrait.png|center|90px]]<br>-->Gaston
| <!--[[File: Gaston Scramblecoin Portrait.png|center|90px]]<br>-->Gaston
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==Strategy==
==Strategy==
Scramblecoin is a game won with luck and strong pieces. You start off with pieces that can only move once and at most 3 squares. Players should expect to lose more often than win at the beginning since there is a huge advantage for the opponent is going second, and with far better pieces, the opponent will be gobbling up the coins that the player missed. As players grind for better pieces along the ranking track, the opponent's advantage of going second is reduced greatly. Simply leaving less coins for your opponent, will drastically increase your wins.
Scramblecoin is a game won with luck and strong pieces. You start off with pieces that can only move once and at most 3 tiles. Players should expect to lose more often than win at the beginning since there is a huge advantage for the opponent is going second, and with far better pieces, the opponent will be gobbling up the coins that the player missed. As players grind for better pieces along the ranking track, the opponent's advantage of going second is reduced greatly. Simply leaving less coins for your opponent, will drastically increase your wins.


An example balanced team would be Scrooge, Simba, Nala, Remy, EVE. Scrooge, Simba, and Nala are great for the first three turns. Especially Simba and Nala, having Jump, helps navigate obstacles and maneuver to block opponent pieces. Remy, having two moves of two squares each, gives a lot of coverage. If you don't get EVE early from the ranking track, you can craft Rafiki as an upgrade to Goofy.  
An example balanced team would be Scrooge, Simba, Nala, Remy, EVE. Scrooge, Simba, and Nala are great for the first three turns. Especially Simba and Nala, having Jump, helps navigate obstacles and maneuver to block opponent pieces. Remy, having two moves of two tiles each, gives a lot of coverage. If you don't get EVE early from the ranking track, you can craft Rafiki as an upgrade to Goofy.  


Other simple to use pieces (with edge entry point with at least 3 squares of movement) are:
Other simple to use pieces (with edge entry point with at least 3 tiles of movement) are:
* Gaston: great coverage and only piece with Charge diagonally. Easily blocked or gotten into a corner, so most success on game boards with unblocked rows and columns or fewer obstacles.
* Gaston: great coverage and only piece with Charge diagonally. Easily blocked or gotten into a corner, so most success on game boards with unblocked rows and columns or fewer obstacles.
* Cogsworth/Lumiere: same coverage as Mickey/Minnie (getting at most 3 coins in an orthogonal/diagonal line) but more versatility by sacrificing the ability to simply move a single square.
* Cogsworth/Lumiere: same coverage as Mickey/Minnie (getting at most 3 coins in an orthogonal/diagonal line) but more versatility by sacrificing the ability to simply move a single tile.
* Anna/Kristoff: moves 3 times 1 square orthogonally/diagonally. These two pieces have the most number of times to move in the game.
* Anna/Kristoff: moves 3 times 1 tile orthogonally/diagonally. These two pieces have the most number of times to move in the game.


===Tips===
===Tips===
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* The game board obstacles are randomly placed and a big factor in the effectiveness of pieces. You can quit Scramblecoin during piece selection phase without forfeiting, and talk to the villager again to play, and a new board will be randomized, perhaps one that benefits your lineup more.
* The game board obstacles are randomly placed and a big factor in the effectiveness of pieces. You can quit Scramblecoin during piece selection phase without forfeiting, and talk to the villager again to play, and a new board will be randomized, perhaps one that benefits your lineup more.
* Gold coins appear on turn 4, so having an any-direction jump piece (like Goofy, or better EVE) in reserve, available to swap in for turn 4 or 5 is very helpful.
* Gold coins appear on turn 4, so having an any-direction jump piece (like Goofy, or better EVE) in reserve, available to swap in for turn 4 or 5 is very helpful.
* Be aware of the color of the square when placing diagonal-only movement pieces (like Remy, Nala, Kristoff). They will stay on their colored square (similar to Bishops in Chess) so keep that in mind in the context of your board and the obstacles.
* Be aware of the color of the tile when placing diagonal-only movement pieces (like Remy, Nala, Kristoff). They will stay on their colored tile (similar to Bishops in Chess) so keep that in mind in the context of your board and the obstacles.


Full strategy video and detailed usage of each piece by Probably Senpai: https://www.youtube.com/watch?v=whyIASmnpAs
Full strategy video and detailed usage of each piece by Probably Senpai: https://www.youtube.com/watch?v=whyIASmnpAs
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