Lock and Load (game)
From Wikipedia, the free encyclopedia
Lock and Load is a rhythm-based strategy game based on a system of hand signals denoting either blocks, loads, or shots, usually played in a circular group consisting of between four and ten people (although larger groups are possible). Although the game originally consisted with only the three previously mentioned hand signals, "add-on" rules such as grenades, covers, deflections, and--most recently--nuclear missiles have been introduced to game over time.
Contents |
[edit] Basics
[edit] Hand Signals
The game begins with a countdown to three. On commencement, all players keep time using both hands on their thighs in a sitting position, followed by a third beat to denote a hand signal. The three basic hand signals--loads, shots, and blocks--form the core of the "original" or unmodified versions of the game.
Loads are signalled by pointing both thumbs backward over the shoulders. After this signal the players gun is now "loaded" and he can fire at other players at anytime afterwards. A player remains "loaded" until he fires the gun at another player, who is then shot and subsequently out of the game unless he is blocking. The first move in any new game of Lock and Load is virtually always a load.
A block is signalled by crossing one's arms across the chest. A block protects a player from being shot. Under almost all circumstances, a player who is blocking cannot be eliminated from the game, but also has no power to eliminate others. It is the general "safe" option, one that enables a player to bide his time while waiting to plan his next attack. A player who shoots a loaded gun at a player who is "blocking" loses his bullet and must reload before the next attack.
A shot is signalled by making a "gun" with the thumbs up and extended forefinger with both hands. A shot can only be fired once after each reload, and cannot eliminate players who are blocking. If the shot is pointed at someone who is loading or shooting, that player is unprotected and is then eliminated. Someone who is reloading, for example, is vulnerable to being shot; but someone who is shooting is also vulnerable to being shot by another player. A double jeopardy ocurrs when two players shoot each other simueltaneously, thereby elminating both shooters.
[edit] Additional Rules
Rules can be added to the game. Such rules can consist of:
A grenade is a special offensive move that can only be used once per game. If a grenade is used all those who are not blocking are eliminated--any players who are shooting or reloading. Players using grenades are still vulnerable to being shot. Additionally, using a grenade when all other players are blocking eliminates that player, and using more than one grenade per game automatically disqualifies one from the rest of the game. The signal for a grenade is both hands curled into a fist and yelling out "GRENADE!".
A deflection is a special defensive move that can only be used once per game. Players "deflecting" repel any shots fired at them back at the original shooter. A deflection is valid for multiple attacks--for example, two shots fired at a deflecting player repel both shots and eliminate both shooters. Using a deflection more than once per game automatically disqualifies one from the rest of the game. The signal for a deflection is both hands crossed into a "T" or "L" shape.
[edit] Multiple Load Attacks
Multiple Loads refer to a special category of attacks that are only available after using more than one load consecutively. For instance, if a player calls the reload hand signal twice in a row, his "gun" now contains two bullets and he may fire a double shot, signalled by calling a shot signal but pointing each "gun" at a different player. This gives the opportunity to potentially eliminate two players simultaneously, but with the balancing risk of leaving one open to shots and grenades for two consecutive turns. A player can not obtain a multiple load by loading, blocking, and then loading again. The loads must be consecutive in order to obtain a multiple load; however, once a multiple load is obtained, it remains valid for an indefinite amount of turns until that player either shoots or is eliminated.
At this time, the only other hand signal that makes use of the multiple load rule is the Nuclear Missile attack. This attack, which requires five consecutive loads to use, eliminates all players and protects the player using the attack even if he is shot on its release. A Nuclear Missile is currently the only attack that can eliminate a player who is blocking. There is no "set" hand signal for a Nuclear Missile, although the first ever instance of the attack actually being used was signalled by a fist thrust into the center of the group with the call "Nuclear Launch". By group consensus, it was originally decided that in the unlikely event of one actually launching a Nuclear Missile, the player would have the opportunity to create their own "signature" signal. Other references in the few subsequent instances of Nuclear Missiles were made to the "Sho-Ryu-Ken" attack (see Street Fighter) and "Nuclear Launch Detected" on the fifth reload (see StarCraft).
[edit] Team Play
Team Play is a modification of the original free-for-all game to divide a group into two teams. All of the previously mentioned hand signals are still applicable and the basic mechanics of the game remain the same; however, the main difference is that one can only shoot and kill players on the opposite team. Other slight variations include:
- Consistent with the idea of "lobbing" grenades at an opposing team, a player who uses a grenade attack cannot harm members of his own team. Additionally, the rule stating that a grenading player eliminates himself when all other players are blocking no longer applies in Team Play.
- Covers, a new rule usable only in Team Play, can also be used. Because of the added impact of grenades on teams that are usually smaller than the sum of players in an average free-for-all game, a player may call a "Cover" signal by crouching and ducking one's head into one's arms. If a player calls a Cover at the same time an opposing player calls a Grenade, then only the player that is covering is harmed by the grenade. The other teammates remain unharmed even if they were unblocked. However, a teammate's cover does not protect one from being shot, and a player that successfully covers a grenade sacrifices himself and is eliminated from the game.
[edit] Problems With Game Mechanics
[edit] Autoblocking
The most problematic and serious flaw to Lock and Load is that there is no penalty to repeated blocking and no way to harm players who are blocking (except in the unlikely event of a Nuclear Missile). Autoblocking, or blocking without consciously trying to eliminate other players, essentially makes a player invulnerable and far more likely to win games.
[edit] Possible Solutions to Autoblocking
- It has been suggested that a new "special" offensive move (that is, a move that if implemented would likely only be usable once per game) should be used that is only able to harm blocking players. This could possibly function in the same manner as a grenade, except without harming players calling any hand signal other than a block.
- Alternatively, blocking could be modified so that a block can become "damaged" over time and no longer makes a player invulnerable over the entire course of the game. For instance, depending on the number of players, a player could only take five shots before his block "breaks" and no longer protects him from being shot (a grenade could possibly be the equivelant of two shots).