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021010: Wow. Almost two years to the day since the Jalak Registry went into archival mode, Uru is back. Alright kids, put on your shin guards, it's game time!

Welcome to The Jalak Registry, the database for games designed for the age of Jalak in the online game Myst Online: Uru Live. On this site you can browse games, or create your own by signing up for an account, which will allow you to post comments and upload images and columnset text files to the Registry's server.

You can also get valuable Jalak game resources to help you create your games, including diagrams of the playing grid, and to-scale Jalakbloc images.

~The Noble Robot

Jalak Knight Solitaire

I'm not sure if this game is winnable or not but I *think* it is. It is certainly challenging.

This is a game to play in Jalak when you can't find anyone else who wants to play Jalak games. The goal is to raise every pillar by 1 step without breaking any rules.

-Flatten the field. It can be on any level except the top, but it must be "flat"--i.e. all pillars at the same height. Fine a starting pillar to stand on, and raise it by one step.

-Each turn, you must jump to another pillar. The only pillars you can jump to are those a knight would be able to reach in chess--those located 2 squares away from you and 1 to either side, so that all possible moves form "L" patterns (see the end of this post for examples).
-If the pillar you land on is not currently raised (i.e. it is at the same level the pillars were at at the beginning), then you must raise it one step.
-If you land on a pillar you have ALREADY raised (i.e. it is one step above the starting level), then you must lower it one step (back to the starting level). IMPORTANT NOTE: If the pillar cannot be lowered (because all adjacent pillars are raised, so you can't reach the side of the pillar to click it), then you have made an ILLEGAL MOVE and you must either undo it (go back to your previous pillar), or start the game over.
-It may be possible, towards the end of the game, to arrive at a place where anywhere you go would call for you to lower a pillar that is impossible to lower. If this happens, you have officially lost the game.
-The game ends when you manage to get every pillar simultaneously in the "up" position (i.e., the field is flat again, but it is one level higher than it was when you started).

COUNT YOUR TURNS: Assuming it is possible to win this game (and I believe it should be), count the number of times you move until you win and keep track of the total. The lower your number, the better you did at the game. Try to beat your own best scores!

APPENDIX: LEGAL MOVES (based on the chess knight's move)

P = player
X = illegal move
O = legal move


Assuming the player is at "P", he/she can move to any square marked with an "O" on this grid, relative to the player's position. So, for example, the following are all possible scenarios:

X X X X X . . . X X O X O . . . X P X X X
X X X X X . . . X O X X X . . . X X X O X
X O X X X . . . X X X P X . . . O X O X X
X X O X X . . . X O X X X . . . X X X X X
P X X X X . . . X X O X O . . . X X X X X

Maze to the Middle

A note about the players: This game can be played with 2-4 players, but best results will probably be obtained with 4. In addition, it can be very helpful if another person is willing to act as a neutral party to "referee" the game and act as a constant Arbiter (see below for details on what the Arbiter does).


-Place a small cube in each corner
-Set up the playing field as follows (the numbers correspond to the number of clicks to raise that column to the appropriate height)
0 1 2 1 0
1 1 0 1 1
2 0 0 0 2
1 1 0 1 1
0 1 2 1 0
-Each player goes to a corner. If possible, a fifth NEUTRAL player should be present to act as Arbiter--otherwise, the 2-4 players can take turns acting as Arbiter.


-The goal of the game is to be the first to bring your cube to the center square of the playing field. Gameplay goes by turns, but during each turn, all players will be acting simultaneously (see the next section for details). Good players will be able to accurately predict other players' moves and use them to their advantage. If two or more players manage to do this at the same time, the game is a tie between those players.


-If an extra person is available to act as a neutral Arbiter, this is helpful. If not, players will take turns acting as Arbiter.
-The Arbiter yells "Choose!"
-Each player picks out a column that they intend to raise or lower by one step, and positions his mouse-cursor correctly but does NOT click. Once each player has picked out their column, they indicate that they are ready by saying so.
-When ALL players are ready, the Arbiter yells "Go!" (Alternatively the Arbiter could give a 1,2,3 count and then yell "Go")
-Every player immediately raises or lowers his/her chosen column. If a player mistakenly moves a different column from what was intended, tough luck--gameplay continues.
-As soon as a player has clicked a column, he/she is free to move. Players may push their cubes AS MANY SPACES AS DESIRED, but only in ONE direction and the cube MUST remain on its level. So if you push your cube onto a square, you can keep pushing it in that direction ONLY, and only if the cube will not end up falling off of a column. Diagonals are not allowed--the player may move his cube forward or backward, or to either side.
-The turn is over when all players have pushed their cubes as far as they wish in the desired direction, and all indicate to the Arbiter that they are ready for the next turn.
-The Arbiter yells "Choose!" and the new turn begins. Gameplay continues until a player manages to get his cube onto the center square and wins, or a tie occurs.


-Special thanks to explorer "Sane", who helped me playtest the game and modify its rules.
-The game has not been playtested with more than 2 players but should, in theory, work even better with more players.

Sheykan's picture



Start the barrier around the field Jalak.
Choose your angle and your arms.
Lower the angle chosen at least 3 times.
Now, both players (but you can also play in 3 or 4) are put in a box adjacent to the station.
One of the two sends down a ball. The two contenders trying to catch her jumping.
Then the challenge begins. Each player may use any means ... opponent throw objects up or down the pillars (Do not touch the pillars on the corner).
The goal is: to throw the ball in the 'hole' in the corner of the opponent.

The winner is the first who threw three balls (total memory that the spheres are 5).

P.s.: i used google translate...if you don't understand..i will post the game with my translate (this P.s. is my translate:) ).

Cube Trap (first draft of rules)

First of all, please note that this game is a work in progress. I haven't tested this game yet, and will probably add a revised version of these rules once the games been thoroughly tested. If you've played by these rules, and have suggestions for rule changes, please give them in the comments. If you would like to play this game with me in Uru, please contact me at KI#: 529399

Setup: First, set the columns to the middle and lower the four columns 2 notches that are diagonally adjacent to the center column. This will require you to lower columns on the outer rim first to get at the select columns, so reraise these outer columns once you have the proper columns lowered. Next, drop 4 big cubes and place one in each of the holes formed. Drop a final cube and leave it on the center column. The result should look like the formation in the image:

(note: I'd recommend that you save columns at this point.) The game may include 2-4 players. All players begin on a corner. If the game has only two players, they must begin on opposite corners.

Objective: The object is to make it so a player is unable to move from their column during their turn, thereby trapping them on their square.

Gameplay: The gameplay is turn-based, and proceeds counterclockwise from the player selected to go first. On a turn, the player must do 2 things: first, the player must raise or lower a column one notch. The restrictions for raising or lowering columns are stated further down. Next, the player must move one square orthogonally, but not diagonally. If there is a cube in the path of the player, it will be pushed to the next square over. Restrictions on cube pushing are also further down. When it is not a player's turn, they may not move from their square or raise or lower any columns, but they may look around as much as they like.

Column raising/lowering: The first stage of a player's turn consists of column raising/lowering. A player may only move 1 column 1 notch per turn. The columns that can be moved must be in the same horizontal or vertical row as the player. That is to say, the columns that can be moved are in a + formation radiating from the player. In cases where there are no cubes in either of these rows, a player's column-movement zone will extend to the edges of the field. If however, there is a cube in the movement-zone, then the player may not manipulate any columns beyond said cube. They still may manipulate the column on which the cube stands, and columns between the player and the cube, just nothing beyond the cube.
Of course, if the view of a column is obstructed to the point where it cannot be clicked in first or third person, then you will not be able to move that column.

Regular movement: Movement may (usually) be only one space per turn and to non-diagonal squares. Most other things are only restricted by the game physics (i.e., the player can't move to a column two or more notches higher than he is, etc.) There are, however a few restrictions:
1. A player may not move onto the same square as an active opponent. (what I mean by active will be explained further down.)
2. A player may not move onto the same column as a cube, unless they move on top of the cube.

Movement pertaining to cubes: When a player moves onto a square occupied by a cube, what will happen depends on the situation and the player's choice.
1. If the column the player is on is on level with, or one notch lower than the column the cube is on, they will only be allowed to push it to the next column over, staying on the column where the cube originally sat, unless the situation doesn't allow it to be pushed, in which case the player cannot move there at all.
2. If the column on which the player begins is one notch higher than the cube, the player may either push it or choose to jump atop the cube.
3. If the column on which the player begins is TWO or more notches higher, the player may either land atop the cube or cross the cube and land on the square opposite it (if available,) effectively moving two spaces in one turn.

Restrictions on pushing cubes:
1. Though it's probably not possible anyway, a cube may not be pushed onto a higher column.
2. A cube may not be pushed onto a column occupied by a player, active or inactive, or another cube.
3. A cube with a player standing atop it cannot be pushed.
4. In order to push a cube, the column on which you stand must be no more than one notch higher than that of said cube.
5. Though a cube may be pushed onto a column one notch lower than it's own column, pushing it onto a column any lower than that is not allowed. In other words, don't push a cube onto a column 2 notches or more lower than the cube.
6. Right-angle pushes (i.e. pushing a cube to the right or left rather than straight ahead) are illegal, with only one exception: if both the cube and the player are on an edge or corner column at the beginning of the move, right-angle pushes are allowed. This is to prevent cubes from getting trapped in corners or on edges. (note: be very careful when pushing a cube onto an edge column. If you push it too far, it will be impossible to dislodge.)

Winning and Losing: When a player cannot move from their square during their turn, they have officially lost. In a two player game, the game ends right there and the other player wins, but in games of more than two players, they must sit down to show that they are out. When a player is out, he goes from being an "active" player to an "inactive player" The column where he or she sits will no longer be able to be occupied by cubes, but other players may still use them. These "inactive player" roadblocks will not be able to move from their own columns until the game ends. Once a player is inactive, they will remain so for the remainder of the game. The last active player remaining in such games wins.

So that's how you play. Hope you enjoy it.

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