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And what fundamentally new features does this template have? Any ideas or gameplay mechanics that are absent from popular templates.

Well, yes - fat dead-end treasure zones are a reason to run into them and eat up, which drags out the game and increases disparity without increasing the meaningful part of the gameplay. Therefore, treasure zones should either be transitional (see: Panic, Jebus Cross, Diamond) or have an ideological justification for being dead-ends (mini-Nosta, Balance).

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