Goal: Win by breaching the opponent's Core, sealing Resonance (4 in a line / 2×2 square), or achieving Resonance Dominion (control 6 resonance marks).
Turn Sequence: Tap a glyph, tap the square under your piece, then tap a highlighted destination. You can switch pieces anytime by tapping a different piece's square.
Controls: Tap squares, not the pieces themselves. On a computer, click with the mouse — hovering a square previews the piece on it. On a phone, tap the glyph then the piece square, then the destination.
Glyphs: Each glyph allows different movement patterns. Choose wisely!
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VECTOR — Move 1 step in any direction (orthogonal or diagonal). Like a king in chess.
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LANCE — Move exactly 2 spaces in a straight line. Cannot jump over pieces.
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ARC — Move in L-shape (2 spaces one direction, then 1 space perpendicular). Like a knight in chess.
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PULSE — Move 1 step AND push an adjacent enemy piece 1 space in the same direction. Can capture by pushing enemies off the board or into occupied spaces! Note: Cannot push pieces that are standing on their OWN resonant squares. You can still pulse enemies on YOUR resonant squares. Shards cannot use PULSE against core pieces.
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ANCHOR — Stay in place and mark resonance on your current tile, OR move to an adjacent unoccupied enemy resonant square and claim it. This is the only way to create new resonance marks!
Resonance: You start with one resonance mark on your Core piece. Only the ANCHOR glyph can create new resonance marks. Form 4 marks in a straight line (horizontal, vertical, or diagonal) OR create a 2×2 square of marks to win instantly. Resonance Dominion triggers if you control 6 total resonance marks. Pieces standing on their OWN resonant squares cannot be pushed by PULSE (protection), but you can still pulse enemies on YOUR resonant squares. Enemies can also anchor on your resonant squares if they're unoccupied.
Inversion: If you move onto an enemy unoccupied resonant square (with any non-ANCHOR glyph), that square will flip to you at the start of your next turn — if your piece is still standing on it.
Capture Rules: Your Core piece can capture enemy shards and the enemy Core by moving onto them. Shards can only capture the enemy Core by moving onto it—they cannot capture other shards directly, and they cannot use PULSE against core pieces. Shards can push other shards with PULSE (which can result in capture if pushed off the board or into an occupied space).
Win Conditions: You win by (1) capturing the opponent's Core (by moving your Core onto it, surrounding it on 4 sides, or immobilizing it), (2) forming 4 resonance marks in a line, (3) creating a 2×2 square of resonance marks, or (4) controlling 6 resonance marks (Resonance Dominion).
Time Control: Each player has 5 minutes total for the entire game. No time added per move. If your time runs out, you lose.
Goal: 3v3 arcade soccer. First to 5, or most goals when the 2:00 clock hits zero. A tie goes to 30 seconds of golden goal, then a draw.
You control one player on Tide (left, teal) or Ember (right, orange). Four bots fill the rest. Pass to a teammate to auto-swap onto them.
Move: WASD or arrow keys, or the on-screen stick (phones, tablets, and touch laptops). The stick and keyboard can be used together.
Actions: Hold J / Space or SHOT to charge, release to strike. K or PASS. L or DASH (tackle if you hit the carrier). Tab / Q or SWAP. Escape or LEAVE to quit.
Carried balls cannot be dribbled through the net — shoot or pass them in. Dash into the ball carrier to tackle.
No fouls, no offside. Side walls keep the ball live. Ranked TRIAD is 1v1 with bots on both teams. Quick Match is you plus two bots versus three bots, offline in the browser.
Goal: 3v3 American football. Touchdowns are 7 (score plus the extra). First to 28, or most points when the 3:00 clock hits zero.
You control one player on Storm (left, blue) or Blaze (right, amber). Four bots fill the rest. Catch or pitch to a teammate to auto-swap onto them.
Each possession starts with a kickoff return. The whistle stops a play. Teams line up, then the ball is hiked. After a return is downed it's 1st & 10. Four downs to pick up ten yards or score. Incomplete passes cost a down. Turnovers and 4th-down stops flip the field.
Move: WASD or arrows, or the on-screen stick. Stick and keyboard work together.
The big button changes with the play. After the whistle it is SNAP. With the ball behind the line it is THROW (hold, aim with the stick, release). On a kickoff return or past the line it is JUKE. On defense it is HIT. Same key: J / Space.
Before the snap: point the stick to call a play — up for pass, down for run, left or right for a sweep. K snaps a run, L snaps a pass. Receivers streak on pass plays and block on runs.
With the ball: K pitches to the teammate behind you. L jukes (slips a tackle). Contact tackles you unless you juke. Completing a pitch or catch swaps you onto that player.
Defense: steer into the ball carrier and tap HIT. Tab / Q swaps defenders if you want a different angle.