Cube Maze Expeditions Online
Cube Maze Expeditions Online 1.4.1. Offline practice is selected by default. Enter a name, choose a maze and at least one computer, create the room, then Start expedition. Untick Offline practice to use Tronsoft rooms for remote multiplayer. Online play requires sign-in and website v21.8.163. A connected explorer takes over after a departed host or a 90-second host timeout. Offline chat is a local notebook only; computer players do not chat. No teams; health, potions, keys and XP belong to individual explorers.
- Gather your party. Create a room and share its invitation with 1-23 friends. Tap Text message to open your phone's message composer with the room code and link. Choose a recipient and tap Send. More sharing opens the share menu for Messenger or other apps. Copy invite lets you paste it manually. Human players join from their own devices. Choose 0-23 computer players when creating the room, or update them in the lobby before starting. You can start alone with at least one computer. Computer players explore the their own discovered map, fight, heal, collect their own keys, and escape on their turns; they do not see unexplored rooms. Keep a player's game open for computer turns to advance. The host starts the expedition.
- Take turns. The highlighted explorer acts. Move through one passage, attack, use a potion, escape, or pass. Every successful action ends your turn. There is no turn timer.
- Explore together. Each explorer starts in a different safe room, spread across the maze. Each explorer initially sees only their own starting room. The host chooses Beginner (50 rooms, 2 floors), Standard (243 rooms, 3 floors), Large (676 rooms, 4 floors), or Immense (1,445 rooms, 5 floors). Custom mazes let the host choose 5-21 rooms per side, 2-7 floors, and sentinel difficulty (up to 3,087 rooms). Every floor has one key. Floors are connected by two-way stairs. Every new maze is checked so all starting rooms, floor keys, and the exit are connected by valid passages. Sentinels still need to be defeated. Rooms appear on your personal map when you enter them or exchange maps on meeting. Only explorers in your current room show positions.
- Recover every floor's key. One key sits on each floor, protected by a sentinel. Attack starts at 2 damage and increases by 1 every two levels. Surviving sentinels retaliate for 2 health against the attacking explorer. Ordinary / key sentinel health is 2 / 4 in Beginner, 4 / 6 in Standard, 4 / 8 in Large, and 6 / 10 in Immense. A sentinel blocks departure until defeated. Each explorer must collect their own key from each floor. A key remains available for others after its sentinel is defeated; entering a cleared key room collects it automatically. If another explorer clears a sentinel while you are already in its room, use Collect floor key on your turn.
- Manage your own supplies. Every new explorer starts at level 1 with 30 personal health and six personal potions. A potion restores up to 8 health and costs a turn. A supply cache gives one potion to the first explorer who enters it. If your health reaches zero, you are eliminated; the other explorers continue.
- Escape on your own. Find the gold exit on an outer edge. After collecting your own key from every floor, reach the exit and choose Escape. The first explorer out earns first place. Others may continue to finish. Escaped or eliminated explorers leave the turn order.
- Gain experience. Earn 5 XP for each room you personally visit for the first time per maze, 20 XP for defeating an ordinary sentinel, 50 XP for a key sentinel, 30 XP per floor key, and 100 XP for escaping. Level 2 needs 100 total XP; level 3 needs 300. Higher thresholds are 50 x level x (level + 1) total XP to reach the next level. Each level grants 4 maximum health and heals 4 health; every two levels adds 1 attack damage. Maximum level is 10. Experience stays with your explorer across rematches in the same room; a new room starts at level 1.
- Reconnect. Reloading on the same browser restores your explorer. Keep that browser's saved data. If someone disconnects for more than 90 seconds, the host can skip their turn; they can return to continue playing. Use Pass while connected. When everyone has escaped or been eliminated, the host can start a fresh maze.
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