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Builds & adventure / 0.1.0

Builds and piece pools

Which modules are active, how Build Power grows, and where pieces come from.

Three storage areas

A module must fit completely in the active build area to take part in your combat build. Reserve holds modules for later; overflow holds modules you cannot currently fit. Overflow modules do not participate and are removed after battle resolution, so place or sell them beforehand.

Expanding the board alone does not increase damage: you need active modules in it. Each 15 occupied active cells increases Build Power by one level, up to its cap.

What Build Power affects

Build Power increases damage per cell when placing a piece. It does not add the same value to every material’s line-clear damage. See Damage calculation for how those sources differ.

Build Power level = min(9, 1 + floor(active module cell count ÷ 15)).

Active cells Power level Placement damage per cell
0–14 1 1
15–29 2 2
30–44 3 3
45–59 4 4
60–74 5 5
75–89 6 5.5
90–104 7 6
105–119 8 6.5
120 or more 9 7

Shapes and materials

Modules contribute shapes to your supply. Fixed-material modules bring their specified material; modules without one use the material pool. A base shape supply still exists, so your build board is not the complete list of pieces you can receive.

The biome determines material weights. Adventure modifiers can add or change material sources, and encounter modifiers can change shapes and the queue. Letters, digits, and pentominoes have their own sources alongside ordinary modules.

Bags and cycles

Pieces use bags and cycling pools, rather than completely independent random draws. Repeated entries affect their share, but a count in the pool overview does not guarantee the next piece. Consider fixed-material modules, random materials, and reaction modules together.

Open the node’s preview on the map to inspect its module and material pools alongside the biome. See Map and ecology and Adventure modifiers.

Reactomino · English guide · For version v0.1.0
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