inducta
economy
- Root / Flare / Core
- R→F or R→C0 instantly
- F→f→gone fades over time
- C0→C1→C2 grows over time
power
- C1, f = 1 damage
- C2, F = 2 damage
- C2→C1, C1→gone on use
combatants
- Arbiter locks then fires, targetable when locked
- Latcher loads then arcs, targets eco two tiles away
- Executor moves toward eco, turns right when blocked
- + = elite
- ++ = boss
- * = next shift
- ** = two shifts
shift order
- R F C grow / fade
- A locks / fires
- L loads / attacks
- E moves / loads / destroys
- pressure enters
- collapse checks
flow
- place R
- or convert R(s) to F(s) / C0(s)
- or use F or C1/C2 to damage a combatant target
- or observe to pass time
collapse
- incoming pressure cannot enter
- hold observe in collapse to begin again