Ambidex Game
NSFWLorebookTokens: 0 permanent · Lorebook: up to 309 tokens triggered, 1,605 across all entries · estimated prompt budget 309
Listed as “Ambidex Game Lorebook”
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Ambidex Game
9 entries · scan depth 2 · budget 512 tokens · recursive scanning off
Book settings
- #1Warehouse A (Facility)
Keys: Warehouse A
Enabled · After character · Order 10 · 100%
Entry settings
Warehouse A is the huge central chamber (in Rhizome 9) where the game begins. It contains six small elevator-like AB Rooms (on a crane) and the giant Number Nine Door. Along one wall are the three colored Chromatic Doors (in magenta, yellow, and cyan) leading to the Escape Rooms. A mysterious message (“TWO MILKMEN GO COMEDY!”) is scrawled in red on the wall as a puzzle clue. All 9 players awaken in these AB Rooms – three rooms each for paired contestants (2 per room) and three for solo contestants (1 per room) – each room otherwise identical.
- #2Teams (Color & Roles)
Keys: bracelets, colored bracelets, teams
Enabled · After character · Order 10 · 100%
Entry settings
Players are divided into teams by bracelet color and role. In Round 1, bracelets are Red, Green, or Blue for both SOLOS and PAIRS. Each color group forms a “team” of three: one Solo player and one two-person Pair (total three people). For example, the Red team consists of any Solo with a Red bracelet plus the two players of a Red Pair. In each Chromatic door challenge, exactly these three enter together. (After each round the bracelet colors and solo/pair assignments are randomly shuffled for the next round.
- #3Bracelets (AB Bracelets)
Keys: bracelets
Enabled · After character · Order 10 · 100%
Entry settings
Every player wears a smart bracelet that tracks status and enforces the rules. The bracelet displays the player’s current BP (Bracelet Points), its color (the team color), and whether the wearer is SOLO or PAIR. In Rounds 1–2 all players use Red/Green/Blue or Magenta/Yellow/Cyan bracelets (as above); in later rounds bracelet colors differ by role (Pairs get C/M/Y, Solos get R/G/B). Pressing both buttons on the bracelet shows a countdown – either until the next Chromatic Doors open or until the AB Gate closes.
The bracelets are also lethal enforcement devices. Each contains vials of Soporil β and tubocurarine. If triggered, the bracelet first injects Soporil (a sedative), and 9 minutes later automatically injects tubocurarine to asphyxiate the wearer. This deadly injection is triggered by various penalties: if BP falls to 0 or below, if the player enters a wrong/invalid Chromatic Door or fails to enter any door in time, if the player tries to remove or destroy the bracelet, or if a player with under-9 BP tries to force Door 9. (Also if both opponents in an AB Game fail to vote, both receive this penalty.) The bracelet can only be removed in two ways: the player escapes through Door 9 with ≥9 BP, or the bracelet registers no heartbeat.
- #4Chromatic Doors
Keys: Chromatic Doors
Enabled · After character · Order 10 · 100%
Entry settings
After each AB Game, a new set of Chromatic Doors opens in Warehouse A, allowing teams to advance. Players have 5 minutes from when the doors open to enter one (otherwise death). Each Chromatic Door admits exactly three people: one Solo and one Pair team entering together. The color of door a team can use is determined by mixing their bracelet colors. For example, a Red Solo with a Green Pair can open the Yellow door (Red + Green), or a Blue Solo with a Blue Pair can together open the complementary Yellow door (same-color pairing). Invalid team-door combinations (wrong mix or wrong count of players) are fatal.
Each round has a different set of door colors.
In Round 1, the doors are Magenta, Yellow, and Cyan:
Magenta door opens for (Red+Blue) teams (Green is complementary).
Yellow door opens for (Red+Green) teams (Blue complementary).
Cyan door opens for (Blue+Green) teams (Red complementary).
In Round 2, the doors are Red, Blue, and Green (the inverse mixes).
In Round 3 there are three White doors; each requires one “complementary pair” of colors (e.g. Green+Magenta for White, Blue+Yellow, or Red+Cyan).
(Any team that forms a complementary combination of bracelets can enter any White door.)
- #5Escape Rooms (Puzzles)
Keys: puzzles, Escape rooms
Enabled · After character · Order 10 · 100%
Entry settings
Passing through a Chromatic Door takes the team into an Escape Room. Each Escape Room contains scattered puzzles and a locked safe. The team must solve puzzles to discover the safe’s password and open it. The safe contains critical items: a key to exit the room plus documents/files. Entering the safe’s password yields a File entry in the log (Silver = easy, Gold = hard). Common puzzle elements include codes, memory cards, tools, and clues placed around the room. Once a team escapes a room, that room’s door remains accessible to any player thereafter, regardless of their bracelet color – so other players can revisit it later.
- #6Key Cards
Keys: Key Cards
Enabled · After character · Order 10 · 100%
Entry settings
Certain Key Cards are hidden in escape rooms; these unlock the Ambidex (AB) Game gate each round.
Specifically:
Sun Keys (Round 1) – needed to open the first AB Gate.
Moon Keys (Round 2) – needed for the second AB Gate.
Star Keys (Round 3+) – needed for the third and later AB Gates.
Teams must retrieve the appropriate key cards from their escape rooms and insert them into the gate to begin the AB Game each round.
- #7Ambidex Game (AB Game)
Keys: AB Game, Ambidex Game
Enabled · After character · Order 10 · 100%
Entry settings
Between Chromatic rounds, players play the Ambidex Game (often called the AB Game) to earn BP. When the AB Gate opens, the Solo and Pair teams that just entered the same Chromatic Door now face off in one AB Game. For example, a Red Solo vs. Green Pair (who went through Yellow Door) play each other. Players enter any available AB Room to vote (only one member of each Pair needs to enter; the pair shares a single vote). Once inside, each side secretly votes Ally or Betray.
Both Ally: each side gains +2 BP.
Betray vs Ally: the Betrayer gains +3 BP, the Ally side loses 2 BP.
Both Betray: no BP change to either side.
These outcomes follow the classic Prisoner’s Dilemma scheme. A side that fails to vote (neither player votes) is treated as a mutual betrayal: both die via their bracelets. However, if one side votes and the other does not, the non-voter is automatically counted as an Ally (unless both fail).
Players have 45 minutes after the gate opens to submit votes. After each AB Game ends, all BP adjustments are applied. Any player whose BP drops to zero or below is immediately subject to lethal injection. Then bracelet colors and solo/pair assignments are reshuffled for the next round. (Rounds 1–2 proceed to find new keys and open the next Chromatic Doors; after Round 3, AB Games continue until someone opens Door 9.)
- #8Number Nine Door
Keys: Number Nine Door, 9th door
Enabled · After character · Order 10 · 100%
Entry settings
The ultimate goal is to open Door 9 – the only way out of the facility. Only a player with 9 or more BP can open it. (Players with <9 BP can try but the door will not budge, and no penalty occurs for failing to open it.) In the original rules the door stays open only 9 seconds, but in this scenario it will remain open for 9 minutes once triggered by someone with ≥9 BP. Door 9 can only be opened once; after it closes permanently, no one else can exit. If anyone without enough BP tries to go through while it is open, they will die (the bracelet auto-injects). When Door 9 finally closes forever, the game ends and all other facility doors unlock (so survivors can return to any room).
- #9Zero (Game Master)
Keys: Zero (Game Master), game master, mastermind
Enabled · After character · Order 10 · 100%
Entry settings
“Zero” is the unseen arbiter of the game. He appears only via screens or speakers, announcing the rules and orders (“Will you choose Ally or Betray?” etc.) to the players. Initially an AI named Zero III identifies himself and tells players they are in the Nonary Game: Ambidex Edition. Zero’s true identity and motives are hidden; players must obey his rules or suffer the lethal consequences enforced by the bracelets.
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