On the Subject of Icicle Plate

Did you know that icebreaker ships don’t always pierce through the ice? They only do that if the ice is extremely thick. Usually they just drive on top of it and let their weight break the ice below them... The more you know!

On the plate is a list of water currents that will push your Boat around, as well as Voided tiles.

Your goal is to place the Boat at the entrance of the Crebase River, in a spot where currents will lead it to the other side of the river safely.

Use the Movement Rules below to determine where the Boat will travel.
Input the starting spot’s number into the Plate to solve the module.
Buttons on the Plate are numbered 1-6 in reading order.

Use the last digit of the Serial Number to determine your Boat’s characteristics:

Last digit of Serial Number:0123456789
Icebreaking Power:4232241433
Current Resistance:2122331131

Placing Currents and Void Tiles:

The list of tiles containing currents are prefixed with “LEFT” or “RIGHT”.

It contains a starting coordinate, a dash, and the number of tiles affected by that current:

  • If that number is 1, only the starting coordinate is affected.
  • If that number is greater than 1, that many tiles are affected, with the others being the ones above the starting coordinate.
    For example, “LEFT L7-3” means that tiles L7, L6 and L5 have a current pointing left.

The bottom list tells which tiles are Voided.
For more information about Voided Cells, see Shared Appendix V O I D.

Movement Rules:

Your Boat will move upward automatically, 1 tile per timestep.

When landing on a current, if it has been on the same current direction for a number of tiles equal to its Current Resistance, it will move in the direction of the current.

A Boat with Current Resistance of 3 will move only after staying on that current for 3 tiles.
A Boat with Current Resistance of 1 can be brought sideways multiple tiles if currents are neighbors.

When encountering ice tiles in front of it, the Boat can go through a number of ice tiles equal to its Icebreaking Power.
Encountering ice tiles from the side (by being pushed into it with a current), or encountering too many ice tiles from the front in a row will result in a strike.

When the Boat leaves a current or an ice tile, it resets its associated number of current tiles or ice tiles it has moved through.

If current moves you to another current, that other current still contributes to the current tile count.

The Boat successfully leaves the River (and the module solves) after moving Up from row 1.

Crebase River:

Starting spots to place the Boat in are the numbered cells at the bottom of the river. Coloured tiles are ice tiles.

ABCDEFGHIJKLM
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17123456

Shared Appendix V O I D:

Voided cells are considered to not exist anymore. Cells aligned on either sides are considered adjacent and at a distance of 1. This includes diagonals.

You can move from one side of a Voided cell to another in a single movement. You cannot stop a movement onto a Voided cell.

Neighbors of a Voided Cell are the cells directly adjacent to it (unless one of them is a Voided cell, in which case the neighbors are of course one cell further).

Each arrow represents a single movement of length one Here are the 8 neighbors of a cell with Void around it Distances of a cell with Void in its surroundings