Explanation of the 4 Dimensions of UGoEHere I will explain how the "4d "playing field works in UGoE. I'm going to start by explaining some simple concepts that you probably feel are self-evident, but read them anyway, because the language I use will make it easier to understand the 4th dimension stuff. If you've never taken geometry, well... if you can't understand this, I'll answer questions, but you might have to sit this out. It takes a lot of spacial visualization, or at least knowledge of geometry.
This is just an explanation of the geometry and some basic ideas, so don't expect to be explained how to play yet.
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First, let's look at a simple 2D grid. Pretend you chose a playing card as your game piece:

You are at Green A. You may move now either by changing your X coordinate, or by changing your Y coordinate. If you change your X coordinate, your Y coordinate stays the same: You move to Green B. If you change your Y coordinate, your X coordinate stays the same: You move to Blue A.
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Now we move to a 3d grid -- a cube. I've split up the layers so that you can see each one, but hopefully you can still see how this is a cube:

You are still in the very corner: 1 Green A. You may now move by either changing your X coordinate, your Y coordinate, or your Z coordinate. If you change your X coordinate, both your Y and Z coordinates stay the same: You move to 1 Green B. If you change your Z coordinate, both your X and Y coordinates stay the same: You move
upwards to 2 Green A.
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Before we move to 4d, let's look at something different. We've been talking about moving like in Battle Royale... now let's talk about Tic-Tac-toe. Simple, right?
Now, pretend that the playing card is like the X's and O's in a game of tic-tac-toe. In the 2D grid, one could score like this:

The X coordinate changes, but the Y coordinate is the same for all three marks.
Or you could score on a diagonal:

Both the X and the Y coordinate change for the three marks.
Now, we're going to play some 3D tic-tac-toe

. When you transfer the game to a cube, there's a lot of ways to score. Here are some some examples:



In the first, the X coordinate changes. In the second, the Y coordinate changes. In the third, the Z coordinate changes.
If you throw in diagonals, you can get stuff like this:


In the first, both the X and the Y coordinates change. In the second, both the X and the Z coordinates change.
But we're on a
three-dimensional map... so what about the next step? This is where things get really crazy. Let's call it a ultra-diagonal.

In this, the X, Y,
and Z coordinates all change... look at it long enough, you'll get it.
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Let's go back to the Battle Royale movement, because we're about to enter... the fourth dimension. Kinda.
Look at the following. It will be the playing field for the game.

Imagine that these
three cubes are in parallel universes. They are the same cube, in three alternate existences. We'll call the first one "Dark", the second "Mid", and the third "Lite". There our friendly card is again, in the very corner. He may now move, like before, by changing his X coordinate, his Y coordinate, or his Z coordinate. But now, he can move from the cube he is in, to the neighboring one -- changing his Ω coordinate (press option+z to get that symbol on a mac; on a PC, its unicode is 2146). So he can move from 1 Green A dark, (to 2 Green A dark, or to 1 Blue A dark, or... ) to 1 Green A
mid. From 1 Green A Mid, he could move around in that cube, or he could move to 1 Green A Lite, or back to 1 Green A Dark. This works for each point in each cube-- you can move to the
same point in another cube.
Read through that slowly.
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This concludes my explanation of the first, (and by far the most fucked up) aspect of the Ultimate Game of Everything. If I sucked at explaining this, please ask questions. If you think you get it (at least kind of), then confirm that you've read this.