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๐Ÿ˜๏ธ Rooftops

Every toy that ever went over a fence ends up up here

YOU:
ROOFS 0
NERVE
How to play โ–พ

Nothing moves until you move. Tap a square touching you and the roof shows you the WHOLE turn before it happens โ€” where you'll end up, and where everything else is about to go. Tap the same square again to make it real, or tap somewhere else to change your mind. On a computer, arrows or WASD do the same โ€” press a direction twice.

You have no weapon โ€” your move is a shove. Walk into something and it slides one square the way you were going, instead of you moving. Shove it into a chimney pot, into the low wall round the edge, or into another animal, and it gives up and hops off. Nobody ever gets hurt โ€” they just flap, slide or stalk away in a huff.

The faint ring on a square is where that thing is about to step โ€” perfect information, so working out the shove is the whole game. A dashed ring means it won't survive the step; a red one means it's about to land right on you, which costs 10 nerve and doesn't move you.

๐Ÿฆ Pigeons walk one square towards you, every turn โ€” the one you learn on.
๐Ÿงบ The sheet on the washing line only ever goes sideways along its line, turning round at the ends. It never chases you.
๐Ÿˆ The cat crouches for a turn, then leaps two squares in a straight line โ€” the crouch is your warning.
Chimney pots, satellite dishes and potted plants never move and can't be shoved. They're harmless โ€” they're just what you shove everything else into.
๐ŸŽˆ A balloon pops with a bang when shoved, and anything standing next to it jumps back a square โ€” which can set off another shove of its own.

Things can shove each other, too โ€” not just you โ€” so watch the markers, not just your own move.

Nerve starts full and drains one a turn. Reach the plank with the flag ๐Ÿ at the top and it tops back up, and that roof counts towards your score. Run out of nerve and the run is over.