How to play
The goal
Race your pieces across the board. First player to get 5 of their 15 pieces onto the far row wins.
The board
30×31 tiles, with a neutral row in the middle. Each game gets one biome theme (grass, desert, or ice) — cosmetic only. Terrain matters:
- Plains — costs 1 point to enter
- Forest — costs 2 points to enter
- Water — impassable
Setup (120 seconds)
Place your 15 pieces in your back 3 rows, and hide 10 traps in your own half plus the neutral row (at most 3 on the neutral row). Run out of time and the rest auto-place.
Your turn
You get a shared pool of 10 movement points per turn, split across any of your pieces — but no piece may spend more than 3 points in a turn. Pieces move up/down/left/right only (no diagonals), can't share a tile, and can't pass through other pieces. Unspent points don't carry over.
Traps
Invisible to your opponent. The instant an enemy piece steps on one, it's eliminated and the trap is revealed and spent — even mid-turn, and even on the goal row: the trap resolves before scoring.
Mystery boxes
One 🎁 mystery box sits in each half of the board, and only the invader can collect it — step a piece onto the box in enemy territory to roll what's inside:
- Extra steps (40%) — +2 free movement points for that piece, this turn only
- Bridge (25%) — the piece can cross one water tile, but it must reach land the same turn or it drowns, and a water tile never scores
- Trap sense (25%) — for the rest of the turn, the traps on the tiles next to that piece (up/down/left/right) are revealed to you, on collection and after each of its steps. Revealed traps stay on your board for good — but they stay live, so don't step on one later
- Booby trap (10%) — the collecting piece is eliminated
Pickup powers
One more hidden item sits somewhere in the middle of the board — never in either side's back rows, never on the neutral row, and never on a trap or a mystery box. Step a piece onto it to collect it. It's a coin flip what you get:
- Extra trap — place it on any open tile, even water or a goal row, and it works exactly like one of your own traps
- Terraform — turn one water or forest tile into plains, permanently. It can open a route that wasn't there before
Either way it costs 3 movement points to use, and only on the turn you collected it — end your turn holding one and it's gone. Trap sense doesn't reveal pickups, and one nobody ever finds is revealed after the game. Against the CPU, the same rules apply: a terraform it plays is announced when it happens, while a trap it places stays hidden, just like yours.
Scoring & nerfs
Each piece that crosses earns you a nerf token, usable from your next turn (hold at most 2). Spend 1 token + 3 movement points to eliminate an enemy piece that's next to — orthogonally adjacent to — one of yours. No trap check, no moving required. The tile where the nerf landed is marked with a ⚡ until your next turn ends, so you can see exactly where you lost a piece.
After the game
Once the game is over, hidden information ends with it: every trap that never fired is revealed on the board, so you can see what you walked past — and what your opponent never got to use.
Attrition
If you ever drop below 5 pieces able to score, you lose on the spot — no matter the score.
Playing against the CPU
The CPU plays fair: it sees exactly what you see, and it can't peek at your untriggered traps. Local games offer two difficulties, picked before the game starts:
- Normal — a solid, straightforward game: it grabs scoring chances, removes enemy pieces standing next to its own, and races
- Hard — it thinks one step further, imagining your best reply before it moves, and it hides its traps where the board forces everyone through the same few tiles
One thing testing taught us: a chance to remove an adjacent piece rarely comes back, so the CPU takes it when it has it — and it never goes out of its way chasing a mystery box, since detouring for one costs more races than it wins.
Playing online
Create a game from the home page and share the invite link. Your opponent joins, both players set up, and turns sync automatically. First player is random.