Glossary of terms

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Revision as of 03:52, 29 January 2021 by Zircean (talk | contribs)

These are terms of art that are used when discussing Petal Crash play.

48/64
A known bug where the AI may occasionally grow twice with at least 48 petals on its board, overgrowing itself in the process
accept
Allowing garbage to fall
blocking
Preventing garbage from falling by clearing, without necessarily countering
blueprint chain
A chain which is planned far in advance rather than built on the fly, generally referring to a large opening chain built around the outside of the board
bulky chain
Also known as fancy chain, power chain
A chain with a large number of petals compared to its length.
checkerboarding
When the board is full of petals but few or no adjacent petals are of the same color, which generally occurs when growing many times in succession
corner cases
The set of rules for determining the direction a petal moves when pushed from several directions simultaneously
counterpressure
The ability to continue sending garbage while digging through your own garbage
CPM
Clears per minute
cut
Unintentional clears that interrupt a chain in the middle, or petals that are pushed by early links of a chain that interrupt later links, making the chain shorter
cyclicity
A property of chains wherein the full chain can be set off from any constituent link
DAS
Delayed auto-shift, via which the cursor quickly repeats inputs if a direction is held down for a brief period (only applicable on keyboard or controller)
digging
Focusing on clearing garbage
fuse
An extension added to a warhead, making a single long, bulky chain
GPM
Garbage per minute
head
The beginning of a chain, generally where one finds the intended trigger
link
One clear involved in a chain
lock-out
A board state from which overgrowth is inevitable, even if there are valid moves available
material
Usable petals
rescue
Winning a game from a deeply unfavorable state, such as a 2-stock deficit with lots of garbage on the board
rendezvous chain
Also known as traveling chain
A chain wherein at least one link is formed by several petals in motion whose trajectories intersect
reversibility
A property of chains where both ends of the chain can function as the head
tank & send
Accepting garbage that could have been countered in order to ensure your opponent receives garbage as well
tail
The last group(s) to be cleared within a chain
trigger
The group of petals intended to set off a chain
warhead
A short, but very bulky chain, which can become destructive when extended