Caravan members (NB-08)

More than one character, each with their own exit. Switching costs no move; the difficulty is in the timing.

This rule brings no new threat. What it brings is a doubling of the whole puzzle: you now steer two members of the caravan, not one.

Behaviour

Some levels carry one or two extra members. The switch command moves between them, and switching does not cost a move.

When you do move, only the selected character walks — but the enemy phase runs all the same. So while you advance one member, the other stands where it is and every threat on the board takes a step closer to them too.

All members are subject to the contact and sight rules. The level's goal: every required member must reach their own exit node.

Only the caravan leader can take an enemy down. If a member steps onto an enemy's node, the result is capture. This ties the members to each other: the leader opens the way, the member passes. Every member has at least one solution that is impossible without another member's action; this is a level validator gate, so a case of "there are two members but one is never needed" cannot enter the repository. See Takedown.

How you read it

A ring surrounds the selected character. Each member's exit carries the colour and symbol that matches them, so the two exits cannot be confused. You select a member in two ways: by tapping their figure on the map, or from the member chips in the HUD; the active member is highlighted on the chip.

That switching is free is observable too: the counter does not move.

Taught in

Taught in3-3

This rule is structural: it cannot be removed from the data — the level is built on it. Two figures and two exits read at a glance; the only thing the player has to notice is why the counter stays still.

A note on measurement

In levels with members, the count of "how many distinct solutions exist at minimum length" can easily balloon. But part of that number is permutations of the same plan: reordering two members' moves is not a new solution. That is the metric's known weak spot, not a sign that the levels are really easy.

For mastery: try interleaving the two members rather than moving them in turn.

Source: GDD §4 / NB-08

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