John Wick Rulesheet

Ain’t no AI better’n Simpson’s Crazy Extra Ball, just sayin…

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I’m having a lot more trouble than normal figuring out what exactly I have to do to light an Adversary mode, even after reading this rulesheet and spending a lot of time with the game. (I’ve done it several times, but I don’t understand how I’m doing it.)

  1. What do you mean a location will be assigned? Does this mean only enemies hit at a certain shot will count towards my total? Or does being “assigned a location” mean literally nothing more than being assigned a number of enemies to defeat?
  2. What do you mean “while at this location”? Does my location change over the course of the game?
  3. Why mention the daily seed? Does the Assigned Location stay the same for everyone for an entire day
    Mentioning the seed stays the same for an entire day is confusing and unnecessary if all it’s trying to convey is the underlying mechanism by which it performs the RNG, and the location is effectively random.
  4. Do these three locations correspond to certain shots? Or does any enemy at any shot count? I looked at the playfield and couldn’t find anything labeled “Wick’s House”, “Abandoned Building” or “Catacombs”.
  5. Do enemies defeated during a Jobs count towards the Location total? (it seems implied that they do)

And finally, a subjective complaint about the rules: there are seven factions, and seven job types. You can change what faction is lit by hitting certain shots. But this mechanism is rendered completely pointless by the fact that jobs are assigned to factions randomly. As far as I can tell, Factions have NO inherent rewards or properties, so choosing between them is utterly meaningless.

I get that there is a theoretical rare instance where you notice player one get a faction linked to a job you like or dislike, and you therefore seek or avoid that faction. But that seems like such a slim use case that it really doesn’t justify having randomized jobs. The game would be more engaging if there was a reasonable mechanism to choose what jobs to chase.

Competition Mode fixes this, but why even have it this way to begin with? What’s the benefit of giving the player choices that are pointless?

Just my opinion.

  1. Being assigned a location just means defeating a certain number of enemies.
  2. I assume getting new Adversaries will change locations.
  3. Mentioning the daily seed is there so you know why you get one location one day, a different one the following day.
  4. Locations don’t correspond to certain shots. They are just set the enemy count.
  5. Yes.

As for Factions, I imagine at some point they will give bonuses and rewards since we are still at 0.8x code. I think they want to show off the AI stuff and players don’t really notice or care much about it.

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All of this is correct.

Just installed .88 today and notice a repeating clink that gets faster as if there’s a hurry up shot I’m supposed to hit. I don’t know what starts it and I don’t know what I’m supposed to do when I hear it. Thoughts?

That’s the enemy spawn timer. It starts when an enemy is about to spawn and makes a different sound when it actually spawns.

Thanks for making me to read the notes about it since I was wondering the same thing.

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Thanks but why do we care. Is there an advantage to hitting an enemy as they spawn? We need enemies to get to the extra ball and the Villain Modes. I can’t think of a reason we need to know they are spawning as it’s happening. And I find the sound annoying.

Yeah I agree with you about the sound and flashing lights for the enemy spawn timer. I don’t like it myself and really wish for an explanation for why Stern felt this was something they needed to add.

Nope, it just informs you that your lit shots won’t be able to hit very soon, and modes can be valuable.

The Duel still isn’t in the code yet, right? I finally played all 7 jobs in one game today and it merely let me replay jobs, I didn’t see The Duel lit anywhere.

New code is awesome, by the way. By a landslide the biggest improvement in a single code update I’ve seen in a very long time.

Also, I think some of the job modes have been tweaked a bit, but I’m not 100% sure what the new rules are. Security Detail seems to start with 3 random shots lit, making any of them unlights the shot and lights a random shot (possibly the same shot), after a certain number of shots, new ones stop lighting and completing the remaining 2 lit shots lights the cash-out at the left scoop. Gather Intel seems to require one of each ramp, not two, and possibly some higher number of total shots.

Edit: Looking at the Stern stream, timestamp 4:40 - 7:10, it looks like the cash-out for Gather Intel lights after one of each ramp, no additional requirement for total shots.

“Competition: Specific Jobs are tied to specific factions (randomized in standard)”

This seems to be a deprecated difference between Normal and Competition, with the jobs now assigned to factions in Normal play as of the latest rule update.

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That’s a FANTASTIC change if true.

It never made sense to have the jobs randomized across factions.

Does anyone know the rules for the topper mode, “Tick Tock, Mr. Wick”? It seems to be a series of hurry-ups starting at 1M and incrementing the remaining value by 100K per shot, possibly in combination?

"- Added the topper-exclusive TICK TOCK, MR. WICK mode:

  • TICK TOCK, MR. WICK is available at the Administration eject when ready.
    • Throughout gameplay, the Hourglass Topper will advance as combos are
      made.
    • Hourglass progress is carried over all players and all games.
  • TICK TOCK, MR. WICK is a single-ball hurry-up mode that starts with a 60-second
    unlimited ball saver.
  • The value of the hurry-up starts at 1,000,000 and counts down over 3
    minutes. The time remaining is tracked by the physical hourglass on the
    topper.
  • Each shot made collects the hurry-up value and adds 100,000 to the
    running hurry-up score.
  • Each shot made adds +1x multiplier to the adjacent shots, to a maximum
    of +5x.
  • When a multiplier is added to a shot with a max (5x) multiplier, that shot
    is unlit and 15 seconds of ball save time is added."
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And I feel like when you drain, the shots with multipliers on them go back down to base 1x value. And maybe some lit shots turn off when you drain too?

“At the start of the ball, a number of enemies will spawn … and 10 enemies instantly spawn each time the player enters a new location.”

That’s not correct. New “locations” don’t spawn enemies; the 10 enemies associated with a “location” are simply the target number that must be defeated to qualify Adversary Battle.

I feel like the enemies section, overall, could use some sharpening up, but (a) the published ruleset isn’t superclear to begin with since the V0.95 revision, and (b) I’m not sure what the etiquette here is for editing the wiki.

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Wikis are meant for editing, please feel free. Thanks for contributing.

Edited, I think this was a leftover from when the “location” rule was a bit more confusing than it currently is. Thanks! And feel free to make edits yourself too, if you want.

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I made a number of edits to the enemies and allies sections to reflect the latest code changes, and the deprecation of some older rules relating to enemies. I also moved the allies section up one spot to be adjacent to enemies, since allies are basically a subfunction of enemies now. I inserted an explicit reference to the V0.95 code change because [a] the ruleset has basically changed entirely, and [b] it’s so recent that there are quite a few machines in the wild that may still operate under the old rules. Apologies if the style preference is to assume code update familiarity.

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thanks for contributing! and your attention to detail.