Editing Grid Hopper

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Plates marked as red will send players 1 square forward, orange sends them 2, yellow 3, green or lime 4, blue or light blue 5, purple 6, and the last color, white, is not explained at the start. Players must figure out what plates marked as white do themselves.
 
Plates marked as red will send players 1 square forward, orange sends them 2, yellow 3, green or lime 4, blue or light blue 5, purple 6, and the last color, white, is not explained at the start. Players must figure out what plates marked as white do themselves.
  
Teleports can also loop around to the opposite side of the maze, if the destination goes past the edge. For example, if someone is 2 squares away from the west wall, and then steps on a west-facing plate marked as blue, the destination will be 4 squares away from the east wall (keeping in mind that that the starting square isn't counted).
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Teleports can also loop around to the opposite side of the maze, if the destination goes past the edge. For example, if someone is 2 squares away from the west wall, and then steps on a plate marked as blue, the destination will be 4 squares away from the east wall (keeping in mind that that the starting square isn't counted).
  
 
The goal of the maze is to make it to the square in the very center—a white building marked by a beacon. Players can see this square at almost all times, but figuring out how to get to it is a very hard challenge.
 
The goal of the maze is to make it to the square in the very center—a white building marked by a beacon. Players can see this square at almost all times, but figuring out how to get to it is a very hard challenge.

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