Ban.dot is a turn-based stealth game.
The objective of the game is to collect all the Crystals on the Level Map
The objective of the game is to collect all the Crystals on the Level Map
If you take a certain numbers of Damages,
you lose the game
you lose the game
The maximum amount of Damages you can take varies on each Level
and is indicated on the title screen of that Level
and is indicated on the title screen of that Level
Remember to click on the button to download a higher quality version of the Level Map
The game takes place on various Levels.
Each Level Map consist of a grid of Cells,
which can contain different kind of Terrains, Objects and Enemies
Each Level Map consist of a grid of Cells,
which can contain different kind of Terrains, Objects and Enemies
The Terrain of the Map is formed by different kind of Cells
This is the Pointer.
It represents the Player and can be moved around the Map
It represents the Player and can be moved around the Map
There are various kind of Objects that can be found on the Level Map.
Objects can be Movable (Column, Stone) and Immovable (Crystal, Stone-Off)
Objects can be Movable (Column, Stone) and Immovable (Crystal, Stone-Off)
There are various kind of Enemies that can be found on the Level Map
Cells can be considered Free or not-Free.
Are considered Free :
White Cells
Gate-Off Cells
Teleport Cells
Shield Cells
Are considered not-Free :
Cell occupied by the Pointer
Cells occupied by Enemies
Cells occupied by Crystals
Cells occupied by Columns
Cells occupied by Stones
Grey Cells
Key Cells
Gate-On Cells
Generator Cells
Are considered Free :
White Cells
Gate-Off Cells
Teleport Cells
Shield Cells
Are considered not-Free :
Cell occupied by the Pointer
Cells occupied by Enemies
Cells occupied by Crystals
Cells occupied by Columns
Cells occupied by Stones
Grey Cells
Key Cells
Gate-On Cells
Generator Cells
Cells can be considered Adjacent.
Are considered Adjacent, Cells vertically or horizontally adjacent to a game object.
Are not considered Adjacent, Cells diagonally adjacent to a game object
Are considered Adjacent, Cells vertically or horizontally adjacent to a game object.
Are not considered Adjacent, Cells diagonally adjacent to a game object
Some kind of Cells can be considered Synchronized.
Two Cells are considered Synchronized when they have the same Serial Number.
Can be Synchronized :
Key Cells with Wall Cells
Teleport Cells with Teleport Cells
Two Cells are considered Synchronized when they have the same Serial Number.
Can be Synchronized :
Key Cells with Wall Cells
Teleport Cells with Teleport Cells
A Turn take place in two Phases which follow this order :
Player phase
Enemies phase
When all Phases are completed the Turn ends and the Player can start a new Turn
Player phase
Enemies phase
When all Phases are completed the Turn ends and the Player can start a new Turn
During the Player Phase, Player can perform up to 8 Actions.
If Player want, can perform even 0 Actions
If Player want, can perform even 0 Actions
Player can Move Pointer. Move Pointer is an Action.
Pointer can be moved to 1 Adjacent Free Cell
Pointer can be moved to 1 Adjacent Free Cell
Use the tools of the graphic software
to move Pointer and the other game objects
to move Pointer and the other game objects
Player can Collect a Crystal. Collect a Crystal is an Action.
When Pointer is Adjacent to a Crystal and Player has still 1 or more Actions available,
Player can spend 1 Action to Collect that Crystal.
Use the tool of the graphic software to cancel the Crystal,
then place Pointer on the Cell that was previously occupied by the Crystal
When Pointer is Adjacent to a Crystal and Player has still 1 or more Actions available,
Player can spend 1 Action to Collect that Crystal.
Use the tool of the graphic software to cancel the Crystal,
then place Pointer on the Cell that was previously occupied by the Crystal
Player can Activate a Key Cell. Activate a Key Cell is an Action.
If the bottom bar of the Key Cell is white, the Key is considered Off.
If the bottom bar of the Key Cell is grey, the Key is considered On.
When Pointer is Adjacent to a Key Cell and Player has still 1 ore more Actions available,
Player can spend 1 Action to Activate that Key Cell.
When you Activate a Key-On, it become Key-Off.
When you Activate a Key-Off, it become Key-On
If the bottom bar of the Key Cell is white, the Key is considered Off.
If the bottom bar of the Key Cell is grey, the Key is considered On.
When Pointer is Adjacent to a Key Cell and Player has still 1 ore more Actions available,
Player can spend 1 Action to Activate that Key Cell.
When you Activate a Key-On, it become Key-Off.
When you Activate a Key-Off, it become Key-On
Use the tools of the graphic software
to turn On and Off the Key Cells
to turn On and Off the Key Cells
Key Cells are related to Gate Cells.
When you Activate a Key Cell, all the Synchronized Gate Cells
(and only those) are activated (becoming Gate-On or Gate-Off)
When you Activate a Key Cell, all the Synchronized Gate Cells
(and only those) are activated (becoming Gate-On or Gate-Off)
When a Gate-On is activated it becomes Gate-Off.
When a Gate-Off is activated it becomes Gate-On
When a Gate-Off is activated it becomes Gate-On
A Gate-On Cell is a not-Free Cell.
A Gate-Off Cell is a Free Cell
A Gate-Off Cell is a Free Cell
Player can Move a Column. Move a Column is an Action.
When Pointer is Adjacent to a Column and Player has still 1 or more Actions available,
Player can spend 1 Action to Move that Column.
That Column is moved into the Adjacent Free Cell in the same axis of Pointer
When Pointer is Adjacent to a Column and Player has still 1 or more Actions available,
Player can spend 1 Action to Move that Column.
That Column is moved into the Adjacent Free Cell in the same axis of Pointer
Player can Move a Stone. Move a Stone is an Action.
When Pointer is Adjacent to a Stone and the Player has still 1 or more Actions available,
Player can spend 1 Action to Move that Stone.
That Stone is moved into the Adjacent Free Cell in the same axis of Pointer,
then the Stone become a Stone-Off. A Stone-Off cannot be moved
When Pointer is Adjacent to a Stone and the Player has still 1 or more Actions available,
Player can spend 1 Action to Move that Stone.
That Stone is moved into the Adjacent Free Cell in the same axis of Pointer,
then the Stone become a Stone-Off. A Stone-Off cannot be moved
Use the tools of the graphic software to turn a Stone Off
Player can move on a Teleport Cell to be Teleported. Be Teleported is not an Action.
When Pointer moves on a Teleport Cell, move Pointer to a Synchronized Teleport Cell.
When you move an Enemy, a Teleport Cell is considered a not-Free Cell
When Pointer moves on a Teleport Cell, move Pointer to a Synchronized Teleport Cell.
When you move an Enemy, a Teleport Cell is considered a not-Free Cell
Player can Attack an Enemy. Attack an Enemy is an Action.
When Pointer is Adjacent to an Enemy and the Player has still 1 or more Actions available,
Player can spend 1 Action to Attack that Enemy.
Player can attack Soldiers, Generated and Boss and can not attack Sentinels
When Pointer is Adjacent to an Enemy and the Player has still 1 or more Actions available,
Player can spend 1 Action to Attack that Enemy.
Player can attack Soldiers, Generated and Boss and can not attack Sentinels
Enemies can Attack Player.
When Player suffer an attack, take 1 Damage
When Player suffer an attack, take 1 Damage
If Player is currently in a position where all the ways are blocked by Enemies,
Player is considered Stucked
Player is considered Stucked
When Player is Adjacent to an Enemy while is Stucked,
Player can take 1 Damage to move into a Free Cell Adjacent to that Enemy (this is not an Action).
If take 1 Damage would lead to Game Over, Player can take 1 Flag instead of 1 Damage.
When Player take the third Flag, is Game Over
Player can take 1 Damage to move into a Free Cell Adjacent to that Enemy (this is not an Action).
If take 1 Damage would lead to Game Over, Player can take 1 Flag instead of 1 Damage.
When Player take the third Flag, is Game Over
When Player Phase end, the Enemies Phase start.
During the Enemies Phase, Player have to move all the Active Enemies
During the Enemies Phase, Player have to move all the Active Enemies
Generated and Boss are always Active.
Sentinels and Soldier can be Active or Inactive.
At the start of the game all Sentinels and Soldiers are Inactive.
The one in the picture (that cannot be seen during the game and have to be imagined by Player)
is the Field of View of Enemies
Sentinels and Soldier can be Active or Inactive.
At the start of the game all Sentinels and Soldiers are Inactive.
The one in the picture (that cannot be seen during the game and have to be imagined by Player)
is the Field of View of Enemies
Not-Free Cells interrupt the Field of View of Enemies
At the end of a Player Phase during which Pointer has passed over a Cell
that corresponds to an Field of View of an Enemy, that Enemy become Active
that corresponds to an Field of View of an Enemy, that Enemy become Active
Enemies must be moved in the right order.
The order is defined by the Class and by the Number of the Enemies
The order is defined by the Class and by the Number of the Enemies
All the Enemies of the Class Sentinel are moved first.
After which all Soldiers are moved.
After which all Boss are moved.
After which all Generated are moved.
After which the Enemies Phase end
After which all Soldiers are moved.
After which all Boss are moved.
After which all Generated are moved.
After which the Enemies Phase end
Enemies are moved one at time.
While working on a certain Class of Enemy, you must move Active Enemies in ascending numerical order,
always starting moving the Active Enemy whose number is the lowest
While working on a certain Class of Enemy, you must move Active Enemies in ascending numerical order,
always starting moving the Active Enemy whose number is the lowest
Generated can move only during even Turns.
During odd Turns, Generated cannot move
During odd Turns, Generated cannot move
An Enemy can perform up to 5 Actions.
Player must always make the highest possible number of Actions
Player must always make the highest possible number of Actions
Player must always move an Enemy in order to approach Pointer,
moreover Player must always take the path that require the least number of Actions to reach Pointer
moreover Player must always take the path that require the least number of Actions to reach Pointer
When there are two or more ways that allow to approach Pointer
and they require the same number of Actions, Player can choose which way to use
and they require the same number of Actions, Player can choose which way to use
If there is currently only one way to approach Pointer,
the Enemy get close as possible to Pointer and then it end is turn without using all its available Actions
the Enemy get close as possible to Pointer and then it end is turn without using all its available Actions
During the end of the Turn of a Sentinel in which Pointer is not passed over the Field of View of that Sentinel,
use the tools of the graphic software to mark one of the Boxes of that Sentinel.
A Sentinel with one or more Boxes marked is considered Marked
use the tools of the graphic software to mark one of the Boxes of that Sentinel.
A Sentinel with one or more Boxes marked is considered Marked
A Marked Sentinel with two boxes marked, cannot move
During the end of the Turn of a Marked Sentinel, in which Pointer is passed over the Field of View of that Sentinel,
use the tools of the graphic software to cancel all the marks of the Boxes of that Sentinel
use the tools of the graphic software to cancel all the marks of the Boxes of that Sentinel
An Enemy can Attack Player. Attack Player is an Action.
When the Enemy is Adjacent to Pointer and it has still 1 or more Actions available,
the Enemy must spend 1 Action to Attack Player
When the Enemy is Adjacent to Pointer and it has still 1 or more Actions available,
the Enemy must spend 1 Action to Attack Player
At the end of an Action in which an Enemy attacked Player,
remove that Enemy from the Level Map (even if the Enemy has more Actions available).
Using the tools of the graphic software, mark the Cell where that Enemy was,
then move that Enemy away from the Level Map
remove that Enemy from the Level Map (even if the Enemy has more Actions available).
Using the tools of the graphic software, mark the Cell where that Enemy was,
then move that Enemy away from the Level Map
At the end of the next Turn after the Turn in which one or more Enemies
have been removed from the Level Map, return (in order) those Enemies to the Cell were they were.
Use the tools of the graphic software to cancel the marks and move the Enemies
have been removed from the Level Map, return (in order) those Enemies to the Cell were they were.
Use the tools of the graphic software to cancel the marks and move the Enemies
When you are about to return an Enemy on the Level Map, if the Cell that Enemy was is currently not-Free,
you can return that Enemy to a Cell that is Free and Adjacent to that not-Free Cell.
When you are about to return an Enemy on an Cell Adjacent to a not-Free Cell,
and all the Adjacent Cells are currently not-Free, postpone the return of that Enemy to the next Turn
you can return that Enemy to a Cell that is Free and Adjacent to that not-Free Cell.
When you are about to return an Enemy on an Cell Adjacent to a not-Free Cell,
and all the Adjacent Cells are currently not-Free, postpone the return of that Enemy to the next Turn
When Player Attack a Soldier use the tools of the graphic software
to mark one of the unmarked Boxes of that Soldier
to mark one of the unmarked Boxes of that Soldier
Immediately after marking the Box of a Soldier that has all the Boxes Marked,
use the tools of the graphic software to cancel that Sentinel
use the tools of the graphic software to cancel that Sentinel
Immediately after Player attacked a Generated,
use the tools of the graphic software to cancel that Generated
use the tools of the graphic software to cancel that Generated
When you Attack a Boss, use the tools of the graphic software to mark the Box
that correspond to your position relative to that Boss when you attacked that Boss
that correspond to your position relative to that Boss when you attacked that Boss
Immediately after marking the Box of a Boss that has all the Boxes Marked,
use the tools of the graphic software to cancel all the Marked Boxes
then move Pointer to the not-Marked Teleport Cell with the lowest Serial Number,
then mark that Teleport Cell
use the tools of the graphic software to cancel all the Marked Boxes
then move Pointer to the not-Marked Teleport Cell with the lowest Serial Number,
then mark that Teleport Cell
Immediately after marking the Teleport Cell,
use the tools of the graphic software to rotate the Map 90 degrees to the right
use the tools of the graphic software to rotate the Map 90 degrees to the right
Immediately after marking the Box of a Boss that has all the Boxes Marked,
when all the Teleport Cells on the Map are Marked,
use the tools of the graphic software to cancel the Boss, then put a Crystal on the Cell where the Boss was
when all the Teleport Cells on the Map are Marked,
use the tools of the graphic software to cancel the Boss, then put a Crystal on the Cell where the Boss was
When you move an Enemy (and only when you move an Enemy)
Shield Cells are considered not-Free Cells
Shield Cells are considered not-Free Cells
Generators works only during odd Turns. During even Turns, Generators do not work.
During the end of the Enemy Phase of an odd Turns, if one or more Generator Cells are on the Level Map,
use the tools of the graphic software to put 1 Generated on the Level Map in the Cell Adjacent to the tip of the Arrow of that Generator Cell
then immediately after, use the tools of the graphic software to mark that Generated
with a number equal to the highest Number marked on a Generated on the Level Map +1.
Each Generator can generate 1 Generated per turn. Generator Cells work one at time following the Number order
During the end of the Enemy Phase of an odd Turns, if one or more Generator Cells are on the Level Map,
use the tools of the graphic software to put 1 Generated on the Level Map in the Cell Adjacent to the tip of the Arrow of that Generator Cell
then immediately after, use the tools of the graphic software to mark that Generated
with a number equal to the highest Number marked on a Generated on the Level Map +1.
Each Generator can generate 1 Generated per turn. Generator Cells work one at time following the Number order