OverviewIn
Dig Three Squares, players participate in building a fortress. Everything that could happen in a 'real' fortress can happen to the forum fortress.
The MapA map of ASCII characters is used to keep track of the fortress' current state. Each object an entity is represented by the same character that would represent it in Dwarf Fortress.
Here is a complete list of symbols.
TurnsThe game is played throughout a series of turns. These turns don't happen in any particular order. A player may take a turn as long as he was not the last person to take a turn.
Each turn a player is given three actions (see Actions section below). A player is not required to use all of his actions on his turn, but any unused actions are lost and cannot be used on a later turn. Once the player has used all three of his actions, his turn is over.
When you take your turn, copy the map into your post, state what your move was, and make the necessary changes.
ActionsA player must spend an action in order to influence the game. There are two ways the game can be influenced: adding a creature or manipulating an existing creature. Both cost one action to perform.
Creating a CreatureIf the player spends an action to create a creature, he must adhere to certain restrictions:
- The creature must be a creature that appears in the game Dwarf Fortress.
- The creature must be placed at the map edge when first created, or anywhere that such a creature might normally appear in Dwarf Fortress.
- If the creature is carrying anything beyond clothing, the contents of its inventory must be listed.
Manipulating an Existing CreatureA player may spend and action to make ANY creature on the map do something. A creature is allowed to do anything that is considered a single task in
Dwarf Fortress -- such as digging a single square, chopping down a tree, or crafting an item. If the creature can move, it may move up to only five squares.
Expanding the MapAs the fortress grows, it will become necessary to expand the map. Any player may spend
all three of their actions to expand the map by three tiles in one direction. Each new tile placed must match the one adjacent to it in the opposite direction of the expansion. The new territory may contain any geological features that could appear in a game of
Dwarf Fortress, except for anything normally concealed from the players. A new section of map may not have any creatures or items in it.
AddendumCommon Sense: I didn't want to make many rules, partly out of lazyness and partly because I didn't want to bog down the game. For that reason, the rules are minimal. The rest I've left to imagination and common sense, at least as much sense as
Dwarf Fortress has. Miners can't mine without a pick, woodcutters can't chop down a tree without an axe, a carp can kill something several times its size, and so on. Don't do it if it doesn't make sense.
Mining: When a square is mined or otherwise geologically altered, the player in who's turn it was altered decides what geological features are revealed or uncovered, if any.
I think that covers the rules. Here's the starting map:
.,..,.,.,,.,████████████████████████
.,...,..,..,████████████████████████
.,..,..,..,,████████████████████████
..,..,..,..,████████████████████████
..,.,..,..,.████████████████████████
.,..,.,..,..████████████████████████
.,..,.,..,.,████████████████████████
.,.,..,..,..████████████████████████
.,.,..,.,..,████████████████████████