Rules v0.8: Fatica on crossing, no Kumite in round 1, board draft 2
- Fatica costs a stripe for every Fatica walked onto; a route whose Fatica drops a Brown player below 15 no longer enters the Dojo - No Kumite in the first round: opponents are treated like meditating pawns - Board draft 2: two Fatica tolls per quadrant, Allenamento moved to the ring - Casual bot, --summary-csv, per-seat breakdown and move-options metric - Out of contention measured at 3 belts - Plan: Phase 6 baselines, decisions D34-D43 Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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# Il Labirinto del Dojo — Rules (draft v0.7)
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# Il Labirinto del Dojo — Rules (draft v0.8)
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Working language: English. The final gift edition will be produced separately in Italian.
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@@ -59,7 +59,9 @@ Each player has a position from **0 to 17**. Your belt is the segment you are in
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- If you win, the defender is sent to Start and you continue with your remaining steps.
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You may fight several opponents in a single move (chain).
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- If you lose, you are sent to Start and your turn ends.
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4. When movement ends, resolve the effect of the square you stopped on.
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4. **Every Fatica square you step onto costs 1 stripe**, the last step included, before any
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Kumite on that square. Stopping on it costs nothing more.
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5. When movement ends, resolve the effect of the square you stopped on.
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## Safe areas
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@@ -77,6 +79,11 @@ Each player has a position from **0 to 17**. Your belt is the segment you are in
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## Kumite
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**No Kumite in the first round.** Until every player has had a turn, opponents are treated
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like meditating pawns (see [Meditazione](#meditazione)): you pass through them, a move that
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would end on one takes an extra step, their Tunnel exit cannot be used, and Sfida has no
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target. Irimi still works: it is not a Kumite.
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1. Both players roll **1d6**.
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2. The higher belt adds **+1 per belt of difference, maximum +2**.
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3. After both dice are rolled, the attacker may play one Tecnica card, then the defender may
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@@ -99,7 +106,7 @@ Each player has a position from **0 to 17**. Your belt is the segment you are in
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|---|---|---|
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| `.` | Tatami | Nothing. |
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| `A` | Allenamento | +1 stripe. |
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| `F` | Fatica | −1 stripe. |
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| `F` | Fatica | −1 stripe for **every** Fatica you step onto while walking, whether you stop there or not (see [Turn](#turn)); nothing more when you stop. Being moved onto it without walking (Tunnel, Passo Falso, Irimi, Uke retreat, Start) costs nothing. |
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| `?` | Nebbia del Dojo | Draw a card. The square stays active. Reshuffle the discard pile when the deck is empty. |
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| `T` | Tunnel | You **may** teleport to the paired Tunnel. Movement is already over; the exit square has no effect. If the exit is occupied, a Kumite starts (you are the attacker). An exit holding a meditating pawn cannot be used. |
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| `P` | Passo Falso | Return to the square where this move started. Kumite already fought during the move stand. |
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@@ -152,6 +159,8 @@ All other cards are shown and resolved immediately.
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- Entering costs one step and needs no exact count: reach a square adjacent to an entrance
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with at least 1 step left and step in. Movement ends immediately.
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- You may enter in the same move in which you became Brown by winning a Kumite.
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- Your belt changes at once the other way too: if a Fatica walked during the move takes you
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below 15, the Dojo is closed for the rest of that move.
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- The Final Exam starts at once. The **opponent highest on the track** defends
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(tie: the challenger chooses among them). The defender's pawn does not move.
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Meditating players cannot defend; if nobody can, you return to the square you entered
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@@ -166,9 +175,12 @@ All other cards are shown and resolved immediately.
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## Rule variants under test
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Parameters to validate by simulation: Kiai +2 vs +1; starting on 3 with 6+ players;
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square mix; game length at 3/4/6/8 players.
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square mix; game length at 3/4/6/8 players; a catch-up rule (Allenamento gives +2 instead
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of +1 to a player two or more belts behind the leader).
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Tested and set aside (simulator switches only): Exam ties to the defender; best-of-3 Exam.
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Earlier rules kept as simulator switches: Fatica costing only when you stop on it; Kumite
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allowed in the first round.
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## FAQ
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@@ -178,13 +190,18 @@ must be resolved, including Sfida, Irimi and Tunnel Segreto.
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**I was moved without walking (Passo Falso, Irimi, Uke retreat). Does that start a Kumite
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or trigger the square I land on?**
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No to both. Only arriving through a Tunnel or Tunnel Segreto starts a Kumite on an occupied
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square, and even then the exit square has no effect.
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No to both (a Fatica costs a stripe only when you walk onto it). Only arriving through a
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Tunnel or Tunnel Segreto starts a Kumite on an occupied square, and even then the exit square
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has no effect.
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**I became Brown by winning a Kumite in the middle of my move. Can I enter the Dojo with
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the steps I have left?**
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Yes. Your belt changes immediately, so the Dojo opens for the rest of that move.
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**I am on 15 and my route into the Dojo crosses a Fatica. Can I take it?**
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No: the Fatica drops you to 14 before you reach the entrance, and the Dojo closes. Take a
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route without Fatica, or gain a stripe first.
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**My move would end on a pawn I cannot fight. What now?**
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Take one extra step (see [Meditazione](#meditazione)). If none is possible, stay.
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