How To play Artillery

Artillery is a new game, pending approval. It is not yet available to be played.

Artillery game machines Artillery

Artillery is a Skill Game. The goal is to reach as much points as possible. When you reach the target score you will make the cannon shoot and you will win a prize.

When playing a paid game, you can start the game by paying it. The prize you can win will be the amount you pay multiplied by a multiplier. You can see on the game display and in the text above the machine how high that multiplier is. Typically the higher the multiplier the higher also the score you need to beat in order to win.

On a freeplay game, touch the game and then click “Play” in the menu that will appear.

Selecting a game to play

Each Artillery game machine everywhere in SL functions the same and has the same “chances” for the players. Be always aware that the games offered in SL are skill games, so the owner cannot configurate profit percentages or difficulty levels.

The only thing the owner (or operator) of the games can configure are the score you have to beat, the prices you can play for and the multiplier determining your win. These 3 configurable values are clearly visible on the game machine.

When you are new to the game, realize you get better in it after playing a few games. Start off on cheaper games with lower multipliers and scores or on freeplay. You can move towards more expensive games and/or higher multipliers when you became more familiar with the game play.

Selecting a game to play

After you pay the game, it will start. Be sure to be ready, you got 30 seconds to make a move. If you wait longer, the game will move to the next round. During the game you can click the spiner any time you want to move to the next round faster. You don’t have to wait for the game to move on, but you better make sure you make a move at least once every 30 seconds, not to loose your round.

A Starting a new Artillery game The first round
After starting the game a playfield is generated. This consists out of 3 columns and 3 rows. The left column containing 3 numbers in the range 1..10, the middle column 3 numbers in the range 11.20 and the right column 3 numbers in the range 21..30.

The row below the playfield is the spiner. In each of the 3 columns of the spiner you see either a number (in the same range as the column above it) or an arrow.

At the picture you see a typical first round play field. The score is still 0, the game lasts 8 rounds (or less if you fill the entire board before that), so there are still 7 rounds to go. At the spiner we see at the left column no match, at the middle column we can match the 16. At the right column we have an arrow. That arrow can be used as a wild, so you can choose any field at the right column.

Let’s match the 16 and the 26. We get for each of them 100 points. Then click the spiner to move to the next round.

The second round
You see we earned 200 points and at the numbers we matched before there are bullets. Every number you match will be replaced by a bullet. Collecting bullets is an important feature of the game.

At the picture you see a typical second round. This round we again have two possible matches to make, the 6 at the left column and the arrow at the right column. The arrow, we learned on previous round is a wild, so we can use it to match a number. We can also choose to use it to collect the bullet. Let’s do that.

Bullets give extra points, in some cases a percentage of the score already reached. So, it is wise to first match the 6 to score another 100 points and then the bullet in the right column.

The game is on the run
The left wheel The wheel spin
When collecting the bullet by clicking it, we reveal our reward. In this case an arrow pointing to the right, indicating a spin of the right wheel. The wheel starts spinning automatically and gives you the reward shown at the arrow at the end of the wheelspin.

Please note:
* There are 3 different sorts of rewards: Left wheel spin, right wheel spin or a number of points.
* Each row on the play board has on all three tiles the same sort of reward. You control what sort of reward that is, the first arrow matched on a row determines the sort of reward for the row. Is it on the left most column than the row will have left wheel spins, is it on the right most column than that row will have right wheel spins, is it on the middle column than it will be a number of points.
* The left wheel and the right wheel have total different rewards. The left wheel gives mostly percentages of the score already reached, the right wheel gives mostly fixed numbers of points.
* Each reward will be given only once during a game.

The right wheel
Scoring
As our game evolves we get more numbers matched and more bullets collected. You get every round at least one playable move, often more.

You also get points for matching the numbers:
* Matching a number = 100 points.
* Completing a line (either horizontal, vertical or diagonal) = 1000 points.
* Completing the entire board = 8000 points.

After completing the entire board, no new round will start but you can still match the bullets in the current round. So, completing the board with still 2 rounds to go means this 2 rounds will be not played. Use this information wisely, you never have to complete the board, you can also choose not playing a number.

Every round the spinner gives at least:
* One arrow
* One possible number match

Every game you will get the possibility to match each and every number. You might choose not to do so, as you also have bullets to collect, but it is possible. Keep in mind, the reverse is also true: If you didn’t have the ability to match a certain number yet, you can be sure it will come.

Play wise


Artillery, like all other games you find at skill gaming regions, is a skill game. Getting to know the game, playing smart and forcing the game to a victory helps. Sure, a lot of luck can help too, but by playing concentrated and smart you’ll force a lot more chances.

Here are a few tips:
* The obvious: Never miss a number, never miss a bullet match. In some cases – e.g. not to end the game with a full board – it is wise to skip a number. The game has only 8 rounds, you have to do with a limited number of bullets and numbers. Missing a number or bullet match can easily cost you your victory.
* Diagonals ! Line matches give 1000 points. Some fields are on 2 lines, some are on 3 lines, (the ones in the corner are also on diagonals), one is even on 4 lines (the one in the middle).
* Win when you can. Finishing the board gives 8000 points, plus points for at least 2 lines because you can’t finish the board without at least also completing 2 lines, (or 3, or 4) plus 100 points for matching the number. If that is enough to win the game, you often should use an arrow to finish the board instead of choosing a reward.
* Most rewards on the left wheel are related to to the score already made, most rewards on the right wheel are fixed values. In the beginning of the game the right wheel might be more interesting, later on the left wheel. Use the knowledge that the same row has the same rewards.
* Choosing to either collect a bullet or match a number is a choice, not an automatism. Neither of both are always wise, it depends on your score, the rounds left, the situation on the board.

Experienced players might figure out quite a few more tactics. Often each increasing the odds in the benefit of the player a little more in the right direction. To reach out to the players, all details of the game are given below.

All the details…


For game operators, or players who want to get the maximum out of the game we reveal all details of the game. LZ Games is proud on being the only game creator active in Second Life who does not withold any information to its players.

Board generation
The playboard is generated random. The left column 3 random numbers in the range 1..10, the middle column 3 random numbers in the range 11..20 and the right column 3 random numbers in the range 21..30. This with the limitation that no number will appear double on the board.

Spiner generation
The spiner is generated random, each column shows numbers in the range also used for generating the playboard (1..10,11,20,21..30) or an arrow.
* A number in the range 1..15 is generated. The values 11.15 indicate an arrow. The values 1..10 the 10 possible values in the range.
* After generation of a spiner it is tested on the constraints:
– Is there a possible number match?
– Is there at least one arrow?
– Do we need a specific number match to assure all numbers can be matched during the game?
* If the generated spiner does not qualify, a new one is generated.
* In 30% of the cases: If the spiner does qualify but it has only one possible move, a new one is generated.
The last condition assuring a fun game with a lot of possible moves in only a few rounds.

Wheel spins
The wheel spins to a random spot on the wheel. The odd on getting each of the various rewards therefor is equal to the size of the area for that reward on the wheel.

In the tables below the exact odds are shown.
Be aware that odds change during the game: Each reward will be only given once during a game. So when a specific reward is given, its odds are set to zero, this increasing the odds of the other rewards.

Left wheel:

Chance
in percent
Reward
9.72 30%
8.33 777 + 7%
8.06 25%
12.22 2000 + 10%
4.44 Right Spin
4.72 10.000
3.61 X2
3.61 X3
8.06 50%
17.50 2%
10.28 10%
9.44 10% + Right Spin
    Right wheel

Chance
in percent
Reward
9.72 500
8.33 900
8.06 2500 +10%
12.22 Left Spin
4.44 1000
4.72 2000
3.61 4000
3.61 7500
8.06 777
17.50 100
10.28 250
9.44 250 + Left Spin

When both a percentage and a fixed number of points are awarded, the percentage is calculated over the score as it is before adding the awarded points.

Points Value Rewards
The third sort of reward, besides left wheel spin and right wheel spin is where the player is awarded a certain number of points.

This number is selected randomly out of a set of predefined values. Each value has its own odds.

Each value will be awarded only once a game. In case it will be selected again, another selection is performed. This as long until a value is selected that was not awarded yet.

Below all predefined values and their initial odds:

Chance
in percent
Reward
12 50
4 100
8 200
11 250
15 500
15 750
7 1000
7 2000
5 3000
6 5000
4 7500
3 10000
3 20000

Artillery

Disclaimer
We wrote this page with caution, verified the details, etc.. Still it is purely informative. In case of an error or mistake, we apologize, but that’s all. You cannot claim any rights on the text above.

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