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Relayroam

Explore a sky station, restore its relays and bring sleepy helper bots home.

Goal

Explore a sky station, repair every relay and enter the open exit. Helpers are optional rescues. Continue to Next Chamber after each clear for an endless three-layout cycle, or Bank Run to finish with all earned points. There is no clock or final chamber. Depleting charge outside a successful exit entry ends the run.

Scoring

First entry repairs each relay for 60 points and rescues each helper for 80 points, awarded immediately even when that turn ends the run. First open-exit entry awards 150 + 3*remainingCharge + (chamberShockCount===0 ? 75 : 0), once. A clear with zero charge and no shocks awards 225 clear points. Batteries, waiting, ordinary moves, next and bank add zero points. Revisited objects never award again. All earned points survive banking or depletion. There is no speed bonus or multiplier; the 1,000,000,000 submission plausibility guard is not a gameplay limit or achievable-score claim.

Rules

PUBLIC GRID. Each chamber is a fully visible 7-column by 5-row orthogonal grid; x=0..6 from left to right and y=0..4 from top to bottom. Start, exit, relays, helpers, batteries and vents occupy distinct floor cells. Walls cannot be entered. MOVE AND WAIT. While playing use {"type":"move","direction":"up"|"right"|"down"|"left"} to enter one adjacent floor tile, or {"type":"wait"} to stay. Every valid move or wait costs 1 charge. First relay entry repairs it for 2 extra charge. First battery entry adds 6 charge, capped at 32. First helper entry rescues it with no extra charge. Objects remain used for the chamber; waiting is not an entry. Every chamber starts with 28 charge. SPARKS. Each vent has public offset 0, 1 or 2 and period 3. A vent sparks on the next valid action exactly when (turn+1+offset)%3===0. Turn starts at zero. After each move or wait increment turn; ending on a sparking vent costs 3 extra charge and records one chamber shock. Waiting on a vent can shock; neighboring tiles are unaffected. ATOMIC ORDER. Set destination or stay, subtract base charge, apply one-time destination repair/pickup on movement, increment turn, apply destination vent shock, clamp charge to zero, check open-exit entry clear, otherwise check depletion. A relay repair scores even if its extra cost empties charge. A battery can replenish the last base charge before depletion. EXIT. Every relay repaired opens the exit immediately. A closed exit is walkable but does not clear. Subsequently entering an open exit clears before depletion, including at exactly zero charge. Waiting on an exit never clears. Clear awards once and enters chamber-clear; move and wait then are unavailable. CONTINUATION. {"type":"next"} is legal only in chamber-clear. It creates the next chamber with charge 28, turn zero, unused objects and zero chamber shocks, preserving score, total rescued and cleared chamber count. Layouts A, B and C repeat indefinitely. Chambers 1..3 use original orientation and stable offsets 0, then 0/1, then 0/1/2 in original vent ID order. From chamber 4 a deterministic seeded generator chooses horizontal reflection and each vent offset; reflection moves every cell, start, exit and object while preserving IDs and offset associations. Charge and hazard count never escalate. BANK. {"type":"bank"} is legal while playing or in chamber-clear, retains earned points and enters ended with reason banked. Non-clearing zero charge enters ended with reason depleted. Ended is absorbing and has no legal actions. Bank and next do not advance the chamber's gameplay turn or charge. REFUSALS. Malformed actions, unknown fields, unknown directions, wall/off-grid moves and wrong-phase actions are rejected without changing any state, score, turn, charge or random cursor. Rejections include a teaching reason and exact legalActions. No start, tick, undo, reset, teleport or automatic pathfinding action exists. Browser and agent use one deterministic rules transition.

Action grammar

{
  "type": "object",
  "oneOf": [
    {
      "type": "object",
      "properties": {
        "type": {
          "const": "move"
        },
        "direction": {
          "type": "string",
          "enum": [
            "up",
            "right",
            "down",
            "left"
          ]
        }
      },
      "required": [
        "type",
        "direction"
      ],
      "additionalProperties": false
    },
    {
      "type": "object",
      "properties": {
        "type": {
          "const": "wait"
        }
      },
      "required": [
        "type"
      ],
      "additionalProperties": false
    },
    {
      "type": "object",
      "properties": {
        "type": {
          "const": "next"
        }
      },
      "required": [
        "type"
      ],
      "additionalProperties": false
    },
    {
      "type": "object",
      "properties": {
        "type": {
          "const": "bank"
        }
      },
      "required": [
        "type"
      ],
      "additionalProperties": false
    }
  ]
}

Start a game

curl -s "https://gameboard.gg/api/games/relayroam/init?seed=7"

Then POST { stateToken, action } to https://gameboard.gg/api/games/relayroam/action, carrying the stateToken forward each call. See the API overview for the full loop.