Lexago

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Contents

Lexago

Lexago game in progress.

Introduction

Lexago pits players against each other in an effort to create the most interesting and difficult words to score the highest points, thus winning the game. Lexago can be compared with Scrabble and similar games.

The name Lexago (pronounced LEX-AH-GO) comes from "Lexical Farrago," which is "a confused mixture of vocabulary."

Purchasing

To purchase any K.R. Engineering product, simply visit our virtual store in Second Life.

Click here to visit our store.

Some of our products can also be purchased through the web at the Second Life Marketplace.

Click here to browse our products on the Marketplace.

Bug Fixes & Upgrades

Owners of K.R. Engineering games are entitled to free upgrades to newer versions of the game. (See the ADMINISTRATION section in the documentation for your game) If a new update is available, then following the updating instructions for your game will result in it self-destructing, a new one of the most recent version being sent to you by the update server. This process is not automatic, you must tell the game to update itself.

If you are having problems with your game, please send email to support@karstenrutledge.com for product support. If the problem you are having has not previously been encountered, a new game version will be released with a fix as soon as possible.

DISCLAIMER: The appearance and feature set of games are subject to revision between versions as the capabilities of Second Life change over time. Please see the detailed ChangeLog for new versions before upgrading by visiting the K.R. Engineering Support Wiki at http://wiki.karstenrutledge.com/. By continuing with the update you are agreeing to accept any and all changes that have been imposed on the updated version of the game.

Bug Bounties

If you think you've found a bug in a K.R. Engineering game, you could earn a bounty by reporting it! Follow these steps to report the bug and you could earn an L$500 gift card good towards anything at K.R. Engineering! All of the criteria below must be met before you are awarded a bounty on your bug.

  1. The game with the bug must be a Gaming.SL compatible game (have the Gaming.SL logo present on the game itself).
    • If you find a bug in something other than a game, you can still report it. For example, if you find a bug in an accessory such as a scorekeeper or a prize server, you can report which game you were using it with when you encountered the bug, as long as the game you are using it with meets the above criteria.
  2. Verify that the bug exists on the latest version of the game. Click here to find the latest version numbers for all Gaming.SL games.
  3. Verify that the bug has not already been reported by another player. Click here to see bugs reported for all Gaming.SL games.
  4. Verify that the problem you are reporting is actually a bug. Not everything is a bug! It is at our discretion whether to award a bug bounty or not. There are some pretty common-sense things that will not earn you a bounty.
    • If you find a typo in the game documentation, website or the game itself, we would love to hear about it so we can correct it, but a typo is not a bug.
    • If the game behaves in a way that you think it should not, it is not necessarily a bug.
      • For example, a customer was once very cross with us because Spades progressed counter-clockwise around the table, instead of clockwise. This is not a bug, it is a design decision that you disagree with, and will not earn you a bounty.
      • Another example is that for a long time, Greedy Greedy did not allow four-of-a-kind plus two-of-a-kind (e.g. 222244) to count as three pairs when scoring. This was later added as an optional house rule, but it is not a bug, it was an intentional part of the scoring system.
      • Sometimes there are bugs that we are not able to fix because they are problems with Second Life as a whole, not with our products. One example of this is that older versions of our games sometimes display ??? in place of player names. This is a problem with Second Life giving our games bad information, not our games working incorrectly. We worked around this by reverting to old style names if we detect Second Life giving us bad information, but this is not a bug with our games.
    • Fundamentally, a bug is any feature that does not work as intended, rather than a feature that does not work as desired. You are always welcome to discuss how something works with us and offer suggestions for things like optional house rules, but there is no bounty for suggesting new functionality, only for reporting broken existing functionality. If you're not sure whether something is really a bug or not, feel free to report it anyway, and we'll follow up with you.
  5. Send an email to support@karstenrutledge.com or instant message to Karsten Rutledge about the bug. Do not send a notecard.
    • Obviously, you must tell us the game that has the bug.
    • You must also tell us how you found the bug, and what it does. If we are not able to reproduce the same bug with the same results on a table of the same version, then we can't fix the bug, and you won't get credit for it. You should tell us things like:
      • What options were enabled on your table?
      • What steps did you take to get the bug to happen (e.g. "I clicked roll, and then clicked the second dice, and then I played Sweet Home Alabama on my banjo for my pet rhesus monkey, and then I clicked roll again...")
      • What happened, versus what you expected to happen.
  6. If it turns out to be a new bug that we were previously unaware of, and we can reproduce it, then we will fix it and you will get a free L$500 gift card!
    • All of our games use common core components. For example, the script that connects the game to the Gaming.SL website is identical in all of our games. If a bug is found in this script, for example, then it is considered discovered for all games that share that identical script. You cannot report a bug as new by reporting the same bug for each game it effects, since it is the same bug and has the same effect for all of them.

How To Change Theme

To modify the theme of the table, owners may click on the Color button on the game table at any time and choose MODIFY.

To change the theme of the table (between post-modern or classical wooden, or other add-on themes), owners may click on the Color button and choose SWITCH.

Joining The Game

Game Tables

For games that are attached to a full-sized gaming table with seats around it, simply right-click on the table and choose Play from the menu.

Pocket Games

For games that are smaller and are not on a table and have no chairs, you can join the game by clicking on the Play button that is present on the game board.

Once you have joined a Pocket game, you can leave at any time by clicking the Play button again, and choosing Leave Game.

Players of a Pocket game may also choose Play at any time and select Sweep to instruct the game to scan for all players and remove any that are no longer in range of the game.

Owners of Pocket games will have additional menu options on the Play menu:

  • Sweep ON: Enable AutoSweep. The game will automatically scan for absent players and eject them from the game every couple of minutes. Absent means they are farther away from the game than the set sweep range.
  • Sweep OFF: Disable AutoSweep. Manual sweeping can still be done at any time by pressing the Sweep button.
  • Range: Set the desired Sweep range for the game. Players farther than this will not be allowed to join, and players who wander away after joining are subject to sweeping.

Game Play

Lexago requires that you have the Lexago HUD attached to play. If you don't have a HUD, press the HUD button on the table to get a free copy. You may want to keep this HUD for future playing as its location on your screen, orientation and relative size can be customized to your liking.

To learn what options have been set on a particular Lexago game, just touch the LEXAGO logo above the game board. A popup window will tell you all of the game settings.

Starting the Game

Once all players who wish to play have been seated, someone should press the START button next to the board to begin the game. Lexago will generate a tile bag based on the options you have selected and give 7 random tiles from the bag to each player. You can keep track of how many tiles remain in the bag by checking the TILES LEFT indicator under the game board.

A random player will be chosen to begin each game.

Taking Your Turn

On your turn you have 3 options to play:

  1. You can place a word down to score points for yourself.
  2. You can choose to discard unwanted tiles back into the tile bag, and draw an equivalent number of random replacements. This will end your turn, you cannot discard AND play a word on the same turn.
  3. You can simply pass your turn if neither of the above two options are desirable.

Placing a Word

To place a word on the board, first arrange the letters on your HUD so that they are in the correct order for the word you wish to play.

  • You can arrange the letters in your HUD by touching the purple arrows above each letter, moving them left or right.
  • If you have any blank tiles (wildcard tiles) in your hand, these will appear as a normal tile, but without a score value, and below the blank tiles will be blue arrows. You can use these blue arrows to choose what letter your blank tile will represent when you place it on the board. Once placed, blank tiles cannot be changed for the rest of the game.
  • The green + (PLUS) buttons below each tile on your HUD can be used to rapidly assemble a word. To do this, first click the + button under the letter you want to be the first letter in your word. Then click the + button under the letter you want to be second in your word, and so on for the 3rd, 4th, 5th, 6th and 7th letters as needed. The letters will snap into place in the order you press the + button. If you press the + button on a letter and it doesn't go to the front of your HUD, simply press the same letter again and it will start the word over. You can also press SHUFFLE to start rapid assembly over again.

When you have arranged your tiles to your liking and chosen any blank tiles, you can select the tiles you wish to play by touching each one. A green checkmark will appear above selected tiles. You can deselect them in the same way if you clicked a wrong tile by mistake. When you are ready, press the PLAY WORD button on the right side of your HUD. The PLAY WORD button will change to show CANCEL. If you change your mind about what word you wish to play before you have placed it on the board, you can click the CANCEL button to change your selected tiles.

Now that you have chosen which tiles to play, and in what order, you must choose where on the board they will go. Words can be placed so that they are vertical or horizontal.

  1. To place a vertical word, touch the square on the board where you want the TOP-MOST letter of your word to be placed and choose DOWN from the popup dialog.
  2. To place a horizontal word, touch the square on the board where you want the LEFT-MOST letter of your word to be placed and choose ACROSS from the popup dialog.
  • If the first letter of your word is already on the board (for example you want to play the word STONE, but the "S" is already on the board and you are just adding the "TONE" to the end of it) then you can touch either the "S" OR the square where the T will go. This will result in the same word being played in both cases.
  • If one or more letters of the word you wish to play are already on the board, you should place the word as if you were playing it along with your own tiles. To use the STONE example again, you might have STOE in your hand, and the "N" is already on the board. In this case you would start the word 3 squares to the left (or above) the "N" just as you would if you had all 5 letters in your hand. The game will automatically place the S, T and O, skip over the N, and then place your E on the other side to make the completed word STONE.

The first player to place a word on the board MUST place the word so that it covers the center tile of the board (appears as the K.R. Engineering gear logo). This center tile counts as a Double Word (Word X2) bonus tile. All subsequently placed words must connect to an existing word on the board.

If the tiles you place touch more than one word already on the board, then your tiles must make a valid word in ALL cases, not just the word you originally intended to play. You will receive points for these extra words as well, and can be challenged on them if they are not correct.

If after placing your word you realize you've made a mistake, you can press UNDO on your Lexago HUD to take back the word and redo your turn. This will only work if the player after you hasn't already completed their turn. The UNDO feature can be disabled by the game owner before the start of the game (not during a game), so you shouldn't necessarily bank on this.

Discarding Tiles

If you don't feel like you have a viable word to play, you can discard some or all of your existing tiles and draw new ones. To do this, simply select any tile you wish to discard by touching it on your Lexago HUD. When you press the DISCARD button on the HUD, any tile with a green checkmark above it will get discarded back into the tile bag. The tile bag will then be randomly shuffled and an equivalent number of random tiles will be drawn back out to replace the tiles you discarded.

This will end your turn! You may not discard and play a word on the same turn.

Passing

If you don't have a word to play, and do not wish to discard, simply press the PASS button on your Lexago HUD. Your turn will end with no action taken.

Scoring

The value of any word you place down is equivalent to the face value of all the letters you played combined, plus any bonuses indicated on the tiles your word covers.

Double Letter (Letter X2) and Triple Letter (Letter X3) bonuses apply only to the tile that directly covers them, so be sure to place your most valuable tiles over these bonuses when possible.

Double Word (Word X2) and Triple Word (Word X3) bonuses apply to your entire word, AFTER letter bonuses have already been applied.

Bonuses can only be used once. If your new word uses a letter from an existing word, you do not benefit from any bonuses that might have been under the existing word. Only bonuses that you are covering with your own tiles on this turn will count toward your score.

Challenging

If you believe that another player has placed down a fake or improper word, you can press the CHALLENGE button below the game board to call them out on it. Once a challenge has been issued, the game will automatically attempt to settle the matter by checking its own dictionary (of approximately 150,000 words).

If the word is found in the dictionary, the challenge will fail. The player who incorrectly challenged the word will lose their next turn.

If the word is NOT found in the dictionary, the challenge is successful. The player who played the incorrect word will be forced to take back their tiles and forfeit their turn.

In very rare cases, it is possible that the dictionary server fails to respond at all (due to network or server outages). If the dictionary server doesn't respond within 30 seconds then the challenge will fail, but no penalties will be assessed against either the challenger or the player who was being challenged.

By default, the game will check both a Global dictionary shared by all Lexago games, as well as an Owner dictionary shared only by Lexago games who belong to the same owner. Owners of Lexago tables can add and remove allowed words from their own personal dictionaries by touching the DICTIONARY button below the game board. They may not add OR remove allowed words from the Global dictionary. Lexago allows for these Owner dictionaries to be disabled before a game starts (not during a game).

Challenging can be entirely disabled by the game owner before a game starts (not during a game). If Challenging is disabled, there is no recourse against a player who plays an incorrect word unless they voluntarily agree to UNDO it.

  • To see whether the Owner dictionary is in use, or whether Challenging is allowed, you can touch the LEXAGO logo above the game board.
  • To view what words a table owner has added to their personal dictionary, click the DICTIONARY button below the game board.

If you believe a word that is in the global dictionary SHOULD NOT be, or if you believe a word that isn't in the global dictionary SHOULD be, you can message Karsten Rutledge about it with an explanation of why you think it should be added or removed.

Winning the Game

The game ends in one of two ways:

  1. The tile bag (Tiles Left) has been completely emptied and a player subsequently uses all of their remaining tiles in hand. At this point the game will enter into a 30 second countdown period. During this 30 second period the last player to play may UNDO their play (if enabled), or another player may CHALLENGE the last word played (if enabled). If a CHALLENGE is issued and fails, then the game will end immediately. If the challenge is successful, the game will proceed as normal (and not end).
  2. or, all seated players pass at least twice. If players find themselves in a position of not being able to play and feel they have no recourse, they can simply pass. If all players pass twice in a row with no player playing (or discarding), the game will assume no-one has any valid plays left and will end immediately.

After the game ends, any player with tiles remaining is assessed a penalty equal to the face value of all the tiles they still have in their hands. Any player that successfully used all of their tiles up will be given a BONUS equivalent to the combined penalty that every other player received.

Once penalties and bonuses have been tallied, the player with the highest final score wins the game (a tie is possible, but very uncommon).

Variations

By default, Lexago has 100 tiles in the bag. Changing these options can result in a tile bag of between 98 and 130 tiles.

Variation: Rare Tiles

Double the number of rare tiles in the game. Rare tiles are K, J, X, Q and Z. With a standard tile distribution there is only 1 of each of these tiles, and they are worth the most points in part because they are rare, but also because they tend to be harder to play. Turning on the Rare Tiles option means there will be 2 of each of these tiles in the bag.

Variation: No Blanks

By default, Lexago has 2 blank tiles in the starting tile bag. These are wildcard tiles that can be played as any letter of the alphabet, but with no score benefit. Blanks can be removed from the game if desired.

Variation: Extra Random Tiles

The standard Lexago tile bag contains 100 tiles at the start of the game, to fill a board with 225 squares. To make things less predictable, enabling the Extra Random Tiles option will add an additional 25 tiles to the bag of completely random makeup. You might end up with a surplus of vowels, or a large collection of normally rare tiles, or just a bunch of Ts. There's no way to know in advance, as the tiles are generated randomly at the start of each game, so you'll just have to play and see what comes out.

Player Experience

Introduction

At K.R. Engineering, we believe that playing games in Second Life is about more than just the game. It is about socializing and enjoying the game the way you like it. To that end, our game tables incorporate features that go beyond game mechanics. Once you are seated at one of our game tables, a number of options become available to customize your experience.

Animations

Players may press the POSE button on the table top to change the current sitting animation for their avatar. This includes animations for:

  • Couples, allowing one person to sit in the lap of an adjacent player
  • Dom/sub (or master/slave) poses where one person can kneel beside the chair of an adjacent player instead of being seated
  • and a variety of singles poses.

Not all poses may be available for all games, depending on the theme that the table is currently using.

Camera View

Players may press the POSE button on the table top and select the CAMERA option from the menu to change their camera view between Birdseye, First-Person, Third-Person and Disabled. When on Disabled, the game does not override the default Second Life camera. On the other three camera options, players may also use the same menu to adjust their zoom level, bringing the camera closer to the table, or farther away as desired.

Gaming.SL Integration

Gaming.SL is a new broadened gaming experience for players in Second Life. Gaming.SL provides a web-based connection to participating games for the purpose of storing persistent leaderboards that are searchable by region, parcel, winner, and many other options. The leaderboards can be viewed either through objects in Second Life, such as the included Scorekeepers and Gamekeepers, or by visiting the Gaming.SL website at http://Gaming.SL.

Gaming.SL also provides ongoing recurring Jackpots where players can win cash prizes just for playing, no purchase necessary! Visit the website at http://Gaming.SL to see the current jackpot standings, and who you need to defeat to win a prize. Prizes are based on ranking on a leaderboard that is erased during each jackpot period. Players must play during each period to be eligible to win during that period.

Gaming.SL includes support for Achievements in participating games, where-in you can unlock trophies by performing miraculous or mundane feats of gameplay. Achievements are awarded automatically and announced in Second Life when they are unlocked.

Many more features are coming to Gaming.SL, visit the website to stay up to date on the latest.

Players can access information about the game and their own achievements and scores on Gaming.SL by either visiting the website or by clicking the Gaming.SL logo on the table.

See the Gaming.SL page for more details.

Player Management

Owners or Administrative Users of the game may click on a player's turn indicator in front of them to access a player management menu. From this menu you may skip whoever's turn it currently is, or eject a chosen player from the game.

Administration

To access the game's administrative menu, simply click and hold your mouse button down on the table for 2 seconds, a menu will pop up on your screen displaying current settings and providing options to change them. (In slow simulators, this may take slighter longer than 2 seconds, just hold the mouse button down until you see a menu.) You can access this menu by clicking on any part of the table that is not a game element (buttons, dice, etc). You can click on the chairs or the shadow as well.

Some elements of the administration menu are accessible only by the owner of the game, while others can be accessed by anyone who is considered an administrative user, either explicitly added or implicitly through the Group Admin feature.

Owner-Only Options

  • Rem Admin: Select this option to remove a game administrator. You will be prompted to say their name.
  • Add Admin: Select this option to add a new administrative user to the game, allowing them to force resets and change game options on the table (not the admin menu, only options on the board). You will be prompted for their name. They must be within 50m of the game for this to work.
  • Admins: Select this option to see a list of current administrative users on this table.
  • Update: Select this option to make the game check for available updates and automatically upgrade if available.
  • Branding: Access the table Branding menu.
  • Phantom: Turn the table phantom (non-physical) so that you can not collide with it. (default mode)
  • Physical: Turn the table physical so that avatars will collide with it.
  • G.Admin On: Off by default, this enables the Group Admin feature. When on, all members of the table's group are considered administrative users, whether they've been explicitly added as an administrative user or not.
  • G.Admin Off: Disables the Group Admin feature.
  • Indicators: A menu for changing the color of the turn indicator lights on the game board.
  • Color: An alternate way to access the color/theme menu for the table. This is the same as pressing the Color button on the table top.
  • Tiles: A menu to change the appearance of the game tiles.
  • Board: A menu to change the appearance of the game board.
  • Dictionary: Add or remove words from the Owner Dictionary.

Administrative User Options

  • Timeout: Select this button to change the number of minutes the table will wait before resetting automatically after it has been abandoned.
  • Turn Timeout: Select this button to change the number of seconds the table waits for idle players to begin their turn. If they don't roll before the timeout occurs, the game will skip them for this round.
  • Quiet: Enable quiet mode, reducing the amount of chatter that the game will send to local chat.
  • Chatty: Disable quiet mode.
  • Limit Join: When on limit join, no new players may join after the first roll has been made and anyone who leaves the game has five minutes to return before the game considers them gone. When free player join is off and all players have left the game will automatically reset.
  • Free Join: Turns the game back to free join mode, anyone may join at any point during the game. The game will skip abandoned seats and automatically give any newcomers the chance to roll on the next round.
  • G.Play On: Off by default, this enables the Group Play feature. When enabled, only members of the same group may play on the table. The group of a game is the group you had active when you first rezzed it. You can change the table's group by editing it and clicking "Set.." next to Group on the General tab of the editor. Group members must have their group tag active in order to be recognized as group members by the table.
  • G.Play Off: Turn off the Group Play feature.
  • Evict On: Turn on evicting of players who are idle on their turn, as dictated by the Timeout function above.
  • Evict Off: Turn off evicting of players who are idle on their turn. Players who are idle will be skipped instead.
  • Prizes: Access the internal prize server menu. See Prizes section below.
  • Sound High: Set sound effect volume to 100%.
  • Sound Low: Set sound effect volume to 50%.
  • Sound Off: Set sound effect volume to 0%.
  • Text On: Enable hover text scores for each player.
  • Text Off: Disable hover text scores for each player.
  • Text Only: Enable hover text scores for each player and disable the on-table displays.
  • Undo On: Enable the UNDO feature.
  • Undo Off: Disable the UNDO feature.
  • Challenge On: Enable challenging of opponents' words.
  • Challenge Off: Disable challenging of opponents' words.
  • O.Dict On: Enable use of the Owner dictionary when challenging words.
  • O.Dict Off: Disable use of the Owner dictionary.
  • Blanks On: Enable blank (wildcard) tiles in the game.
  • Blanks Off: Remove all blanks from the game.
  • Random On: Enable Extra Random Tiles to increase size of tile bag.
  • Random Off: Disable Extra Random Tiles.
  • Rare On: Enable extra rare tiles in tile bag.
  • Rare Off: Disable extra rare tiles.

Addon Themes

New K.R. Engineering games now support addon themes. Addon themes do not require updating the table, you merely buy the new theme and then install it into your game and you can instantly switch between the builtin two themes (Classic and Postmodern) and the new themes you have purchased.

Compatibility

Addon theme support requires a recent version of your table that supports Gaming.SL. If you do not see a Gaming.SL logo on your game, then buying an addon theme will not work for you.

Usability

Addon themes only have to be purchased once to work with all compatible tables. If you have two or more Gaming.SL enabled tables from K.R. Engineering that both support addons, then you only have to buy a theme once and it will install onto both tables.

Installation

After purchasing an addon theme from the K.R. Engineering store, you can install it onto any compatible table by touching the Gaming.SL logo and selecting the "G.SL Sync" button.

  • The table will do this automatically once every 12 hours if you do not do it manually, so if it has been a long time since you purchase the theme this may have already happened.
  • The table will inform you that it has installed new themes after syncing (if it has not already installed them).
  • Now simply access your theme menu (usually the "Color" or "Appearance" buttons on the table top) and select "Switch" to switch to the newly installed theme.
  • After switching, access the theme menu again and choose "Modify" to edit the customization options available for your new theme. Most new themes will include multiple color and texture options. Some themes may also include particles or other effects.

Branding

Would you like to have your own logo or picture on the game table? If so, click and hold your mouse button down on the black octagon in the center of the game table for 2 seconds. The ADMINISTRATION menu will pop up, choose Branding to change the centerboard texture to any texture or snapshot that you have full permissions on. Simply click 'Custom' on the menu and follow the instructions in chat, or choose one of the built-in centerboard textures.

The Branding menu also allows you to turn shiny off/on, full bright (lit in the dark) off/on or tint your textures using a selection of preset colors.

Warning: Do not use textures that have alpha layers, or it will conflict with the game elements (dice, buttons, cards, etc) on the game table surface.

Scorekeepers & Gamekeepers

K.R. Engineering games that are connected to Gaming.SL and have a scoring system as part of their normal gameplay may have optional scorekeepers and gamekeepers included with them. These devices allow you to view the top leaderboards for the game with varying levels of resolution.

Scorekeepers

Scorekeepers display the current top scores for the game. Depending on the game, this may either be low scores (e.g. Aught) or high scores (e.g. Greedy Greedy).

Scorekeepers come in a "low prim" and "high prim" design. They both have exactly the same features, but the low-prim design displays information as floating text. The high-prim design displays information as letters on a prim face.

You can touch either version for an option/admin menu. This menu is only available to the owner of the scorekeeper.

Scorekeeper Option Menu

  • Cancel: This button does nothing except close the menu.
  • Refresh: The scorekeepers will refresh the information they show every 12 hours, or immediately when a nearby game is completed. Using this button, you can force a refresh immediately, whenever you want.
  • Reset: This will reset all information on the scorekeeper. (In practice, at least. What this actually does is causes the scorekeeper to only show games finished after the time you reset it.)
  • Parcel Only: This will narrow the information on the scorekeeper to only showing games that were completed on the same parcel that the scorekeeper occupies. It is based off of the parcel's name, so if there is more than one parcel with the same name in the same region, even if they are not connected, information from both parcels will show up.
  • Regional: This will set the scorekeeper to show information on all games completed in the same region as the scorekeeper, regardless of parcel lines.
  • Unique OFF: By default, the scorekeeper will only show one entry per player, their highest score.
  • Unique ON: This will make the scorekeeper show the "true" top scores for a game, which may include the same player more than once if they occupy multiple slots.
  • Solo OFF: Tells the scorekeeper to ignore games where only 1 player was playing when it was completed.
  • Solo ON: Tells the scorekeeper to show all games, even if only a single player was playing when they were completed.
  • Brand: Although the scorekeepers are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the scorekeeper without having to use the prim editor interface.
  • One Game: This option allows you to focus the scorekeeper on a specific game table, rather than showing scores for a region or parcel. To use this feature, you will need to provide the scorekeeper with the Gaming.SL ID for the table you wish it to track. This is separate from the game's UUID or "key." The key for your table can be found by pressing the "Key" button in the admin menu, but this is not what the scorekeeper needs. UUIDs (or Keys) in SL change every time you rez the table, which makes it unusable for tracking information about a specific game. Instead, the game is given a permanent and unique ID by Gaming.SL that stays the same between each rez. To find this permanent ID, you can touch the Gaming.SL logo on the table, and choose the "G.SL Info" button.
  • All Games: This reverts the scorekeeper back to showing information for all games on the parcel/region.

Gamekeepers

Gamekeepers display the current top wins for the game. Unlike top scores, these are not specific high scores, but rather cumulative number of wins. In other words, who has won the most number of games.

Like the scorekeepers, gamekeepers come in a "low prim" and "high prim" design. They both have exactly the same features, but the low-prim design displays information as floating text. The high-prim design displays information as letters on a prim face.

You can touch either version for an option/admin menu. This menu is only available to the owner of the gamekeeper.

Gamekeeper Option Menu

  • Cancel: This button does nothing except close the menu.
  • Refresh: The gamekeepers will refresh the information they show every 12 hours, or immediately when a nearby game is completed. Using this button, you can force a refresh immediately, whenever you want.
  • Reset: This will reset all information on the gamekeeper. (In practice, at least. What this actually does is causes the gamekeeper to only show games finished after the time you reset it.)
  • Parcel Only: This will narrow the information on the gamekeeper to only showing games that were completed on the same parcel that the gamekeeper occupies. It is based off of the parcel's name, so if there is more than one parcel with the same name in the same region, even if they are not connected, information from both parcels will show up.
  • Regional: This will set the gamekeeper to show information on all games completed in the same region as the gamekeeper, regardless of parcel lines.
  • Solo OFF: Tells the gamekeeper to ignore games where only 1 player was playing when it was completed.
  • Solo ON: Tells the gamekeeper to show all games, even if only a single player was playing when they were completed.
  • Brand: Although the scorekeepers are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the gamekeeper without having to use the prim editor interface.
  • One Game: This option allows you to focus the gamekeeper on a specific game table, rather than showing scores for a region or parcel. To use this feature, you will need to provide the gamekeeper with the Gaming.SL ID for the table you wish it to track. This is separate from the game's UUID or "key." The key for your table can be found by pressing the "Key" button in the admin menu, but this is not what the gamekeeper needs. UUIDs (or Keys) in SL change every time you rez the table, which makes it unusable for tracking information about a specific game. Instead, the game is given a permanent and unique ID by Gaming.SL that stays the same between each rez. To find this permanent ID, you can touch the Gaming.SL logo on the table, and choose the "G.SL Info" button.
  • All Games: This reverts the gamekeeper back to showing information for all games on the parcel/region.

Prizes

As of September 1st, 2014, it is a violation of the Second Life Terms of Service for this game to have betting or buy-in options. The Internal Prize Server menu now consists only of the option to enable/disable the External API and links to the Linden Lab policy and FAQ. For more information, please read the Skill Gaming page. The menu itself was left in to spread awareness of the policy change. This game no longer requires debit permissions from its owner, nor does it have the option to pay money to the winner of the game under any circumstances.

Frequently Asked Questions (FAQ)

Lexago

Wiki FAQ Q Icon.png Do you offer upgrades on my version of Lexago?

  • Yes, upgrades are available for ALL versions.

Wiki FAQ Q Icon.png How do I get my table upgraded?

  • Click and hold your mouse button on part of the table for 3 seconds until a menu appears, click 'Update.'
    • If you don't see the "Update" button, try pressing the <<< button until you see it. The admin menu has multiple pages.
    • Your table will disappear (delete itself) and you will receive a new table. Delivery of new table may take up to 5 minutes.

General

Wiki FAQ Q Icon.png Will you bring your games over to InWorldz/other OpenSim-based grids?

  • Short answer: Not for the foreseeable future, no.
  • Longer multi-part answer:
    • Most money made in Second Life comes from volume sales, it's the reason you can buy a shirt for L$200, which is the equivalent of $0.80 USD. They're called micro-transactions because despite the big numbers we throw around in Second Life (ooh, "thousands"), they're really, really tiny amounts. My games range between L$295 and L$1995, that's about $1.18 to $8.00 USD, or what you'd expect to pay for a good phone/tablet app on iPhone or Android these days. This works because like Android/iPhone app developers, Second Life developers hope to sell not merely hundreds, but thousands of copies of whatever they make, otherwise it simply is not worthwhile. This means to make developing worthwhile, you need to have a large market to sell to, because if you're lucky, 1 in 100 people will buy your product. If there's 1000 people, you might sell 10. If there's 10,000 people, you might sell 100, if there's 100,000 people, maybe you'll break the 1000 barrier. It's simple economics. Not everyone is interested in everything, so not everyone is going to buy your product. The biggest problem with InWorldz (and other even smaller grids) is that it is VERY, VERY SMALL. As of this writing, there are 2000x fewer people connected to it than Second Life. That means you can roughly expect to sell 2000x fewer of your product on InWorldz than Second Life. In order for that to be worthwhile, you'd have to sell it for 2000x the cost, but nobody would buy it for 2000x the cost. That would make Greedy Greedy $16,000 USD on InWorldz. If it were as simple as picking up my games, walking over to InWorldz and rezzing them, I might consider it, but there is a considerable time and resource investment into bringing a product like my games over to another grid, and all indications say "You will never make that money back." It's simply more worthwhile for me to develop new products for Second Life than to port old ones to a nearly empty grid.
    • Some people might argue that this is a chicken and egg problem, or more succinctly, "if you build it, they will come." InWorldz is small because of lack of content, but it has a lack of content because it is small, it's a vicious cycle! That may be true, but unfortunately doesn't change economics. I've logged into InWorldz periodically over the last few years (my name is Karsten Rutledge there also) and what I see is not a world suffering from lack of content, it's a world suffering from a poor business plan. InWorldz looks like Second Life from 4 years ago, and performs even worse. The ONLY reason anybody at all is on InWorldz is because they offered super cheap regions compared to Second Life, and then on top of that, offered 45,000 prims per region instead of 15,000. Sounds too good to be true! That's because it is.
      • Second Life regions aren't limited to 15,000 prims out of spite, they're limited that way in an effort to offer both resources and performance at a balance. This doesn't always work because people who use the regions don't understand region performance is a finite resource, but you know what works even less? Tripling the load on the regions. This doesn't just triple the load on the regions, it also triples the load on all of the viewers trying to look at that region. Instead of having to download 15,000 prims from the internet, your computer now has to download 45,000 prims from the internet, and your computer has to render those 45,000 prims on your screen. Sounds good on paper, in practice, people who run Second Life slowly run InWorldz EVEN SLOWER, if they can run it at all.
      • This 'super cheap gimmicky regions' philosophy has led to one readily foreseeable and obvious result: It's a wasteland. While I'm writing this, there are enough people connected to have 1 person for every 6 sims. Vast expanses of land with nobody in them.
      • OpenSim is a remarkable effort, but it never was up to the performance of Second Life and probably never will be. I've been standing in a nearly empty InWorldz sim just waiting for a single airplane to fully rez, and half an hour later, it still hasn't, it's just a distorted cluster of half-rezzed sculpts. This happens in every region I go to. InWorldz simply can't deliver what it promises.
    • (Update) I'm told InWorldz has Mesh now, at least in beta. Which just further illustrates that InWorldz is just treading water to keep up with Second Life, it's not offering anything new or innovative. Second Life has had mesh for years, and InWorldz is just now getting around to catching up.
    • Scripting support lags behind. For something like skins, this hardly matters, but if Second Life adds a new LSL function and InWorldz doesn't, your scripted content probably doesn't work on InWorldz anymore.
    • If you think 'copybotting' is a problem in Second Life, wait until you see OpenSims. The 'open' being the key part. Once you upload your content to an OpenSim grid, it's now "in the wild" so to speak. The one last bastion of security in Second Life is that scripts are still not accessible to copybots. If you're a skin designer, your skin is no more at risk on an OpenSim than it is in Second Life, to see a skin or other texture your computer has to download it (although new server-side avatar baking is making this much harder, thankfully, something else I believe InWorldz/OpenSim doesn't do, meaning your skins are now less safe in OpenSim than Second Life), so you are essentially passing out copies to anyone who even sees an avatar wearing your skin, much less buying it. You only see the EFFECTS of scripts though, not the scripts themselves. Therefore porting scripted content to an OpenSim grid carries a huge additional risk, because now you are making your scripts available to a much wider group of people, namely whoever has administrative access to that OpenSim grid.
    • All in all, I believe competition for Second Life is healthy and good, but InWorldz and other OpenSim grids aren't competition, they're poorly made ripoffs trying to lure people in with cheap gimmicks, and that's probably all they will ever be. If one of them manages to achieve any significant market size or, shockingly, innovates on Virtual Worlds somehow, I'll probably be keenly interested. Until then, it's not worth the time or effort.

Wiki FAQ Q Icon.png I (or someone else) does not appear on scorekeepers or gamekeepers, or on the Gaming.SL website!

  • This is because you (or they) specifically requested NOT to appear on scoreboards. You did this by touching the Gaming.SL logo on a game table and selecting the 'Opt Out' button. See the Gaming.SL page for more details about this. You can fix this by touching the Gaming.SL logo on a game table, and pressing the 'Opt Out' button AGAIN.
  • On newer game tables, this button is marked as "Opt Out|In" and spawns a warning dialog box asking ARE YOU SURE you want to do this. On older tables, it will simply tell you in local chat what it is you have done after you click on it.
  • NOTE: Opting out also prevents you from earning achievements and participating in grid-wide jackpots.

Wiki FAQ Q Icon.png Are you going to convert your games into mesh?

  • Yes, I am working on it. Unfortunately because of the limitations that Linden Lab placed on mesh in Second Life (namely that you can't change a mesh shape with a script like you can sculpt and regular prims), I can't use the existing theme system to build mesh tables. So instead, I'm going to be rebuilding all my stuff from scratch to use a completely different theme system, which also requires building the web server code that runs outside of Second Life. It is a big project, but I am moving towards that goal because I can't stand to build with sculpts anymore.

Wiki FAQ Q Icon.png I saw a game table I want to buy, but it looks different from the ones in the store. Where is the other one?

  • Our tables come with 2 basic themes or "skins" they can use. A wooden classic octagon table and a post-modern futuristic shiny table. Newer tables also can have new themes added on to them after purchase by visiting the theme showcase in our store. New themes are released regularly and cover a wide range of styles and genres. After buying the table, you can change which theme is in use at any time.
    • For newer games, that is games that show the Gaming.SL logo on the table top, this can be done by accessing the Color/Appearance menu on the table and choosing the Switch option.
    • For older games, this can be done by pressing the New Style or Old Style buttons in the game's Admin Menu.

Wiki FAQ Q Icon.png My game has been updating for a long time, it says to contact you if it persists, what do I do?

  • This happens to very old games when the Second Life network is losing packets under a heavy load. Send the game to Karsten Rutledge in a folder with your name on the folder.

Wiki FAQ Q Icon.png Where can I find/do you have a table with multiple games on one table?

  • No. I would like to do something like this, but it isn't practical in SL for many reasons, including prim limits, scripting issues, security issues and permission issues.

Troubleshooting

Wiki FAQ Q Icon.png How do I get rid of the annoying info box that pops up when I mouse over your table?

  • This is actually something your viewer is doing. The table cannot produce this info box and also cannot get rid of it. You can disable it in your viewer's preferences (usually labeled as "Hover Tips"), but it will disable it for all objects, not just the table. In most viewers, you can toggle this feature on or off by pressing CTRL+SHIFT+T on your keyboard.

Wiki FAQ Q Icon.png I think my table is broken, it wants me to pay to play, but the Pay... window is completely blank!

  • This a bug in some very old versions of a modular script that really old tables used that will cause it to blank the pay dialog if the table is picked up and rezzed again. You should really update your table.

Wiki FAQ Q Icon.png Why do I only see candles on the table?

  • On very, very old versions of the game tables you could touch the base of the table (the flat round part at the bottom) to 'hide' the game. You probably touched it by accident. Just touch it again to bring the game back. Or better yet, update it, because your table was around to see the Pharaohs.

Wiki FAQ Q Icon.png I lost the instructions card that came with my game, can I get a replacement?

  • The instructions notecard is the same card you get by pressing the HELP button on the game. Simply click it for a new card.

Wiki FAQ Q Icon.png Some of the buttons on my game don't work, what do I do?

  • Often this is because someone's invisible attachment is covering the button, such as shields and other things. To check, open the View menu and turn on 'Highlight Transparent.'

Wiki FAQ Q Icon.png My game doesn't work at all, NONE of the buttons work, what do I do?

  • First verify that you are not in a no-scripts zone.
  • Next, you should verify that the table is not obstructed. Often this issue arises because there is an invisible prim over the table, frequently from nearby foliage. Press Ctrl+Alt+T on your keyboard and this will activate "Highlight Transparent" mode on your viewer. Any prims that have alpha (transparent) will be turned red. Make sure there are no red prims covering the table that you are accidentally clicking on instead of the actual table. Press Ctrl+Alt+T again to turn off the highlighting.
  • If you're not in a no-scripts zone, then right-click on your game and choose 'Open', if there is nothing in the contents then you must have removed all the scripts from it, apparently without realizing it. There is no way to fix this, the game will have to be replaced. Send it to Karsten Rutledge in a folder with your name on it.
  • If there are scripts inside the game when you open it, the problem may be that the scripts got deactivated, possibly by the estate tools. You may have a jerk for a sim administrator. The game will have to be replaced if this is the case. Send it to Karsten Rutledge in a folder with your name on it.

Wiki FAQ Q Icon.png My game paid the winner twice (or more times), and now I lost money, what do I do?

  • As of September 1st, 2014, gambling on K.R. Engineering tables is against the Second Life Terms of Service. You should update your table to a compliant version immediately.
  • More than likely, this means you have more than one Prize Server rezzed in the same region (sim). One server works for every game in the same sim, unless you tell the prize server to only listen to a single table. See the Prize Server page for more info.

Wiki FAQ Q Icon.png My game is running very slowly, what is wrong with it?

  • The speed of objects in Second Life is based on the speed of the simulator they are rezzed in. If the simulator is running very slowly, which happens when it is overloaded, then everything in the sim will also run slowly. Void/Homestead/Openspace sims are always going to be much slower than full simulators even if they are relatively empty.

Wiki FAQ Q Icon.png My game got deeded to a group, and now I can't do anything with it, what do I do?

  • Presumably, since the table got deeded to the group that means you are either a group officer or a group owner. As such, you can simply set the table for sale for 0L and buy it back from the group. To do this:
    1. Right-click on the table and choose 'Edit...'
    2. If you have not used the building interface before, you may need to click the 'More' button to expand the window.
    3. Go to the 'General' tab on the left of the window and check "For Sale."
    4. Be sure to set the price next to this to 0.
    5. Below the For Sale box it should say 'Original', 'Copy' and 'Contents', make sure that Original is the button that is marked.
    6. Now right-click on the table again and choose 'Buy.' The table will still remain rezzed, but you should now be the owner again.

Wiki FAQ Q Icon.png Your game has texture fighting problems on the table, can you fix this?

  • Unfortunately, no. If you are seeing texture fighting (usually the black backboard and the wooden game table surface are most commonly noticeable), then you are probably at a really high altitude, such as greater than 1000 meters up. This happens because of rounding errors (such as 1.06 getting rounded to 1.0, loss of precision) in the math that the Second Life viewer does when calculating where to display each part of the game. The math gets less and less accurate the higher up you go. Before a couple years ago, we were limited to building up to 768m high for that reason, they only recently raised the cap to 4096m, but the problem is still there. For some things it doesn't matter, like nobody cares if their couch cushions aren't quite where they should be, but in the case of the games, the black backboard and the wooden table surface are both parallel and fairly close together, so the rounding error shows up on it in a big way. At that altitude, Second Life thinks that prims that were separated by a small amount are no longer separated at all, and draws them in the exact same position even though they are not. The only solution is to use the table at a lower altitude, generally less than 1000 meters, although your mileage may vary depending on your graphics settings. You can see this for yourself if you move the table down to lower altitudes. At ground level you will see the table most correctly, but the flickering will stop well before then. The only way I could "fix" this issue is by separating all the game elements much farther away from the table surface, but this would cause the game to look strange at normal altitudes instead of looking strange at high altitudes, a trade-off that's not really practical or desirable.

Wiki FAQ Q Icon.png Whenever I brand my table, some or all of the dice disappear, what am I doing wrong?

  • This happens whenever you use a texture that has an alpha layer (transparency) on the backboard. The dice are partially transparent, so you end up with the well-known issue of "texture fighting" on your board, where the viewer isn't sure whether to display the dice on top or the backboard on top. Even if your texture does not have any visible areas that are transparent, it can still have an alpha layer. If you are the original creator of the texture, try uploading it again without an alpha layer. The easiest way to do this is to save it as a .jpg (Jpeg) or a .bmp (Bitmap) file before upload. .png (Portable Network Graphics) will also work, as long as you know how to save it specifically as a 24-bit .png file (minus the 8-bit alpha layer that a 32-bit .png file has).

Wiki FAQ Q Icon.png Since I upgraded my table, I can't choose specific seats to sit at anymore, why?

  • You still can, actually. Newer tables have a new theme system that allows them to have cushions on the seats, but the cushions are not part of the seats, so if you try to sit on the cushions it is no different than trying to sit on the table itself. In these cases, Second Life will simply seat you at the next available seat in order. To choose a specific seat, try right-clicking on the chair back instead of the chair seat and choosing Play. Some themes may drastically alter the shape of the chairs, but you can always still choose a specific seat by right-clicking the correct prim.

Modifying

Wiki FAQ Q Icon.png Will you create a custom game for me/my business?

  • At this time we do not offer custom games. The tables have the ability to change their centerboard texture if you wish to brand them for your establishment or replace with a picture, etc.
  • Additionally, newer game tables have the ability to add entire new themes to them. We do not do custom themes, but we do take suggestions for future themes you would like to see available as options.
  • Perhaps most importantly, adding any amount of customization to a game, be it aesthetic or functional changes, automatically terminates the update path for that game. The updater will not be able to send you newer versions of your specifically customized game in the future, thus cutting you off from bug fixes and new features.

Wiki FAQ Q Icon.png This game is a lot of prims, will you tweak it for me to be less prims?

  • This falls under custom games also, and likewise, no. I do my best to create games with as few prims as possible. If I could reasonably reduce the prim count further I would have already done it.

Wiki FAQ Q Icon.png Can I buy a copyable version of your games?

  • No, sorry, I do not sell copyable games.

Wiki FAQ Q Icon.png Can I buy a modifiable version of your games?

  • Likewise, no, I do not sell modifiable games. The reason is because any game that is modifiable opens it up to potential abuse by the owner of the table, including manipulating the outcome of the game by inserting extra scripts into the game contents. This is bad both for my business and for anyone who owns one or more of my games. If even the possibility of a game table being rigged exists, then it damages the credibility of every one of my games in Second Life. If a dispute arises, I can say "No, the game tables can not be rigged by unscrupulous hosts." because it is true. I need that deniability and so does every honest game host on the grid. It is important that people trust the outcome of a game to be fair and based only on legitimate game actions.

Wiki FAQ Q Icon.png Can I put your games into a temp-rezzing system?

  • No, for two reasons. A temp-rezzer works by deleting and re-rezzing the object every 1 to 2 minutes. On top of being incredibly hard on the simulator (causes a LOT of lag), this means that everyone playing the game would be evicted and the game 'reset' every 1 to 2 minutes. Makes for a very unplayable game. The other reason is that the games are no-copy/transfer, and they would have to be copy/no-transfer for this to be doable.

Wiki FAQ Q Icon.png Can your games be put into a rezzing system of any kind?

  • No. Again, the games would have to be copy/no-transfer for this to work.

Money

Wiki FAQ Q Icon.png Can I gamble on this game?

  • No, you cannot. Gambling is currently a violation of the Second Life terms of service. Please see the Skill Gaming page for more information.
  • If you have an older game, it may have the option to gamble on it, but you absolutely should not. You should, in fact, update your table immediately, as you can get in trouble for having a game with payout options, even if you don't use them. See the Skill Gaming page for more information.

Wiki FAQ Q Icon.png I only want to play the game with my friends, we don't want to have to pay it, can I do that?

  • Yes, in fact, this is the only way you can play it. It is a violation of the Second Life terms of service to play a game that has betting options on it, even if you don't use those options. See the Skill Gaming page for more information.

Wiki FAQ Q Icon.png Why is my game asking to take money from me? Is it trying to steal my money? I don't understand!

  • If your game is doing this, you should update it immediately! Please see the Skill Gaming page for more information.
  • If you have an old table, debit permissions are needed for the Pay-to-Play feature to work correctly. This is because Pay-to-Play is basically a vendor, a vendor that sells a service (playing the game) rather than a product. All games in Second Life that can be bet on work this way, because it is the only option. Objects can not hold money, so money paid to a game goes to its owner instead. In order for the game to pay back to the winner, it must have permission to take the money out of the owner's account. You can safely deny this if you are feeling particularly paranoid about it. It will not break the game, it will only prevent the Pay-to-Play feature from working, which is not an issue if you intend the game to be free-to-play anyway. If you accept the debit permissions, it will never pay out more money than was taken in during a game, so you cannot lose money by enabling it.

Purchases & Replacements

Wiki FAQ Q Icon.png My object got returned, and now it is gone, it never came back! Can I get a replacement?

  • Your object is probably not actually lost, just hidden! This is a feature of Second Life. When more than one object gets returned from a parcel at the same time, then Second Life does not send them back to your inventory as individual objects. Instead, it will bundle them all together into a single package. This package/bundle will appear in your Lost and Found folder as one inventory item, even if there are 5, 10 or 100 objects actually inside of it. The bundle/package will only show the name of the FIRST item in the bundle while it is in your inventory. To see what else is inside this bundle you will have to rez it. We recommend finding a sandbox to do this in to be sure that there are enough prims available for whatever happens to be inside the bundle. Some additional things to look out for:
    • Because bundles only show the name of the FIRST item in the bundle and nothing else, this means that the inventory search bar at the top of your inventory window will not help you, as it cannot search inside of bundles.
    • Bundles should have a different icon next to them than single objects do. This is often represented as a stack of smaller boxes, rather than a single large box.
    • If you can't find your missing objects, you should try clearing your inventory cache in your viewer preferences. This is usually under the "Network & Files" or "Network & Cache" tabs in most viewers. Look for the "Clear Inventory Cache" button, not the standard "Clear Cache" button as that only clears texture caches. You will have to close and restart Second Life after clearing your inventory cache.
    • Returned objects NEVER go back to their creator, they only go back to their OWNER. This is a false rumor. Second Life simply does not work that way, nor has it ever.
    • As a general rule, you should never return anything that you want to keep. Return is for taking out the trash, it's like a bulldozer clearing a lot for new construction. It is not a tool of finesse, and is known to eat objects. Always remember to properly TAKE things that you care about, and only RETURN if you have other copies of the object or don't care if you lose it.
  • If following the above advice does not allow you to find your missing object, you can contact us to ask for a replacement. In most cases we will be able to provide a replacement as long as your table was purchased from us originally. If you bought your object used from a third-party reseller, we may have no record of it.

Wiki FAQ Q Icon.png I found someone reselling your products, is that allowed?

  • I do not have a reseller program at this time. However, many of my products are transferable and this allows anyone to resell that game to someone else, much as you would at a garage sale or flea market. Unfortunately, often times these tables are counterfeit and I cannot guarantee the same level of support on a used table as I can on a new table. You automatically assume some risk when purchasing used. For example, if there is a failed delivery, it will be up to you to resolve it with the used reseller, I won't be able to help you since it wasn't purchased from me. Likewise, old tables that are purchased used may not be able to be updated to newer versions. There's also the possibility it is a straight up scam, and you will receive nothing for your money. I cannot guarantee the legitimacy of "used" products that are sold by a third party, as I have no affiliation with them. Buyer beware.

Wiki FAQ Q Icon.png Can I get a discount if I buy a lot of something?

  • Possibly. There is a bulk vendor for games in the store that will give you a discount if you buy through that vendor rather than the individual vendors. For other products, you will have to contact me.
    • I'm just kidding, I don't have any other products.

Wiki FAQ Q Icon.png I bought something and everything is in the folder except for the actual product!

  • This can actually never happen, but there are many common reasons it might APPEAR to be that way! Here some of the most common reasons:
    1. If this is a newer version of a game you previously owned and updated, you may be looking in an old folder or box from your previous table, make sure that you don't have multiple folders/boxes and verify that you are looking in the most recent one.
    2. If you are using the search bar at the top of your inventory window, you will need to search by the product's name, not our company name. For example if you purchased Greedy Greedy, try searching for Greedy, do not search for K.R. Engineering because the object name is "Greedy Greedy Table vx.xx", there's no "K.R. Engineering" in the name of the game table like there is in the name of other things in the folder.
    3. Do not use the "Recent" tab on your inventory window. The ways of the Recent tab are mysterious and shadowy, it does not always show you everything that's been added to your inventory recently. Look for the folder in your normal Inventory tab.
    4. You may have gotten the item and then subsequently misplaced it unknowingly. This is a "feature" of Second Life. It occurs whenever you attempt to rez a folder full of objects all at once in some Second Life Viewers, by dragging the folder out of your inventory instead of individual items. When this happens, Second Life interprets this as "put this folder of stuff INSIDE whatever I dropped it on." In this case, you have everything except the game/product because it is transfer-only, and everything else in the folder is copyable. Your game/product is inside whatever prim you dropped it on, probably your floor or rug, for example.
      • This can also occur if you press the CTRL button on your keyboard when dragging and dropping just the table by itself.
      • There may be other ways to do this that are not listed here, depending on the viewer you are using, but the end result is the same.
      • Also keep in mind, it is inside the PRIM you dropped it on, not the OBJECT you dropped it on, even if you dropped it on a prim that is in a linked object. You will probably have to enable "Edit Linked Parts" in your build window to look in individual prims, rather than whole objects.
      • It is possible you put the game/product inside an object that you don't own, for example if it is a group owned object or if you have modify rights on someone else's objects (such as your significant other). If this is the case, you don't own it anymore as ownership is transferred to the person who owns the object it is inside of. You may have to ask them to retrieve it for you and return it to you.
      • If you are unable to locate the item, or are unsure how to look for it, please let us know and we will be happy to help you look for it. If we also can't find it then we can usually replace the lost table.

Changelog

  • Version 1.0b [October 2015]:
    • Beta release.
  • Version 1.01b [October 2015]:
    • Changed the behavior of the rapid assembly buttons on the HUD so that if you try to use the same tile twice to build a word, the HUD will re-order already selected letters instead of performing a swap.
    • Fixed a bug where there would be ghosted letters on the board if you tried to place a word and it failed because you either didn't connect it to any existing words OR because you tried to make a 1 letter word.
    • Fixed a bug where if you tried to CHALLENGE yourself (not allowed) during the 30-second game ending countdown, it would stall the countdown.
    • Tile and Score display in front of players now stays lit when a player leaves during a game.
  • Version 1.02b [October 2015]:
    • Players are now prevented from passing during challenges or when the game is in the final countdown stage.
    • Removed a vestigial reference to Word Joiners in an error message.
    • Fixed a bug where a Challenge or Undo after the tile bag was empty could cause the game to think you were out of tiles when you weren't.
  • Version 1.03b [November 2015]:
    • Removed a debug message left over from v1.02b.
    • Moved HELP / POSE / HUD buttons over to left side of game board. Moved all player scores to the right side of game board to form a new scoreboard style display.
    • Added the option to use the Lexago HUD vertically instead of horizontally.
  • Version 1.04b [November 2015]:
    • Fixed a bug where changing the tile color would cause words that were previously removed with UNDO or CHALLENGE to appear on the board again.
    • Changed HUD so that switching to Vertical doesn't move as far to the left, which could cause the HUD to disappear off screen if the HUD is very large.
    • Changed score displays so that if a player goes over 999, it will show the last three digits instead of the first three. (e.g. a score of 1173 will show as 173 instead of 117 now)
  • Version 1.05 [November 2015]:
    • Public release.
    • Further refinements to "rapid assembly" option on HUD. Pressing + always moves a tile now instead of swapping it. This should be more intuitive.
  • Version 1.06 [November 2015]:
    • Fixed a bug where challenging a word at the end of the game could cause the game to stall.
  • Version 1.07 [November 2015]:
    • Fixed a bug where a word played on the upper left most tile and a word played on the lower right most tile could be considered connected if the lower right word was played first.
  • Version 1.08 [November 2015]:
    • Added a one time only popup message when using the HUD that explains that letters appear on the board in the same order they appear on your HUD, because apparently this is super confusing?
  • Version 1.09 [January 2016]:
    • Changed participation tracking to only take effect when a score changes.
    • Fixed an exploit where players who didn't like letters they drew after playing a word could undo and immediately play the same word again to draw new random letters.
    • Discarding letters now prevents the previous player from undoing, or being challenged, as it counts as 'taking a turn' now.
  • Version 1.1 [February 2016]:
    • Updated Gaming.SL API code to latest version.
  • Version 1.11 [March 2016]:
    • Fixed a bug where the game would "reset due to inactivity" constantly when no game was in progress.
  • Version 1.12 [January 2017]:
    • Fixed a bug where having "Extra Random Tiles" enabled could cause the game to appear to deal you less than 7 tiles after playing a word.

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