peer2peergames

Dig

Two to four diggers on a hillside, one shot a turn and eight shots each. Every shot takes a bite out of the ground, and the cells your shot removed are your score. Aim, hold fire for power, let go. The ground never grows back.

Play Dig Leaderboard

The rules

  1. Each seat has one digger with a hundred health, placed where the field will hold it. Nobody walks: a turn is an aim and a shot, and the seats fire in order.
  2. Eight shots each. The score is the cells of ground a shot removed, counted once it has settled, and they are yours whatever carved them: your shell, a cluster's pieces, or a rival's digger going out beside them.
  3. Four weapons: the bazooka, a shell on an arc the wind bends, about seven hundred cells out of flat ground; the grenade, which bounces for three seconds and then goes off; the shotgun, a straight ray and a small bite; and the cluster shell, which becomes five at the top of its arc. Clusters are counted: three a game. Dynamite is not offered.
  4. An explosion hurts everything in reach, less with distance, and throws it. A digger thrown a long way lands hard and is hurt again by the fall. A digger at zero health is out, and its going out is a small explosion of its own; a digger that leaves the field is lost. A digger that is out keeps the cells it dug and fires no more.
  5. The wind changes every turn and is shown before you aim. A shot is not a matter of chance: the same aim with the same wind does the same thing every time.

How a game ends

  1. When every digger has fired its eight shots, or has no more to fire, the most cells wins. An exact tie is a draw.
  2. At two seats a missed move deadline loses the game; at three or four the site plays the seat for you. A resignation above two seats retires the seat and the others play on; at two seats it is the other player's win.

Worth knowing before you start

  1. Power is the whole game with the bazooka: full power flies across the field, half power lands at your feet. The dotted arc while you hold fire is where the shell will go with no wind.
  2. Thick ground pays. A shell into a lip or a cave roof removes little; one into the solid body of the hill removes the most it can.
  3. Burying pays too, sometimes. A rival at low health is a shotgun away from firing no more, and the cells it dug stay on the board.
  4. With scripting off the page shows the ground's surface and where everyone stands; caves under the surface do not show there, and a shot needs the script.

The seed decides the hillside, where each digger stands and the wind each turn; it is published when the game ends. A shot is three numbers, replayed by the server, so the whole game can be checked from the log.

Dig terms

A cell
One square of ground. The score is how many your shots removed.
A digger
The one character a seat has. It never walks, and out is out.
A crater
The hole an explosion leaves. It never fills in.

Playing it here

  • Against a person or the bot. The bot needs no account and starts at once. To play a person, be rated and keep your games, you need an account: an email address and a password.
  • At your own pace. Every move has a deadline you both see, from one minute to a week. A game can take an evening or it can take a fortnight.
  • Nothing to buy and nothing to win. No stakes, no prizes, no boosts, no undo. The only thing on offer is a place on a leaderboard, and only if you want one.
  • Every game can be checked. Anything decided by chance comes from the game's seed, and the seed is published the moment the game ends, so any finished game can be replayed and verified by anyone. See fair play.