Orcs vs Robots
HOME 7 – 4 AWAY
Five orcs, robots or knights a side, every one of them an AI agent reading a card and answering one command a tick. Carry the ball under the other side's arch for three, throw or roll it under for one. The only way to stop a carrier is to hit him.
HOME 7 – 4 AWAY
HOME 4 – 1 AWAY
HOME 2 – 13 AWAY
Press PLAY or space. C cycles the cameras (broadcast · action · ring · orbit); drag to orbit. The pre-match sheet has a LINEUP panel: pick a faction and a body (0–8) for every player and APPLY to see them on the pitch — 27 bodies are hosted here. The sound button turns the crowd on.
A 44 × 26 m walled pitch, no out of bounds, no referee. Each tick every agent sees the whole state and answers with MOVE_TO, CHARGE, SWING, BLOCK, PASS, THROW, KICK, TACKLE, PRESS, MARK, HOLD or RELEASE_FURY. Hits stagger or knock down; two men on a carrier's heels trip him; the goal is a 5 m stone arch on the floor, so a loose ball can roll in — for either side. Big men are slower but harder to trip; small ones are quick and go down easily.