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: Left stick on a phone, or the keys in CONTROLS on a computer (default WASD, arrows also work). Stick and keyboard can be used together.
Keyboard: Open CONTROLS in the lobby to see or change your layout. Default is controller-hands: K shot, J pass, L dash, I 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 shootout. Touchdowns are 7. 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 returner runs it back, the kicking team crushes the carrier. After the 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: On-screen stick on a phone, or the keys in CONTROLS on a computer (default WASD). Stick and keyboard work together.
The primary key changes with the play — SNAP after the whistle, THROW behind the line, JUKE on a return, HIT on defense. Open CONTROLS to remap. Default controller-hands: K primary, J run/pitch, L pass, I swap.
Before the snap: point the stick (or WASD) to call a play — up for pass, down for run, left or right for a sweep. Secondary snaps a run, dash snaps a pass. Receivers run routes on pass plays and lead on sweeps.
With the ball: secondary pitches to the teammate behind you. Primary jukes (slips a tackle). Contact tackles you unless you juke. Completing a pitch or catch swaps you onto that player.
Defense: on a pass, stay with your WR and break up the throw. On a run or kickoff return, steer into the ball carrier and tap HIT to wrap. Swap changes which defender you control.
Goal: True 1v1 half-court basketball. First to 11, win by 2, hard cap 15. If the 3:00 clock hits zero, most points wins. A tie goes to overtime, next score wins.
You are Crown (gold) or Rival (violet). No bots filling extra seats — it is you versus one opponent. Quick Match is you versus one bot, offline in the browser.
Possessions start with a check at the top of the key. Press the primary button to check the ball in. Make it, take it: score and you keep the rock. Misses, steals, and boards send the other player back to check it up.
Scoring: 1 inside the arc, 2 beyond it. Drive and dunk near the rim. Hold SHOT to charge a jumper. CROSS slips a steal. DRIVE dashes at the hoop.
Defense: HANDS up to contest. STEAL on the dribble. CLOSE on the shooter.
Keyboard: Open CONTROLS in the lobby to see or change your layout. Default is controller-hands: K shot/check/contest, J cross/steal, L drive/close. Escape or LEAVE to quit.
Goal: True 1v1 open-hand blackjack on a single 52-card shoe. Each of you starts with 11 chips. Bust the other bankroll, or hold more chips when the cut card hits (12 cards left) or the 3:00 clock runs out.
You are Bank (green) or Rake (crimson). Every card is face up. The remaining shoe stays on the host — you have to count it yourself. Hi-lo: 2–6 are +1, 7–9 are 0, tens and aces are −1. A plus count means tens are left. RAISE.
Wager: Lock 1 by default. RAISE to 2 when the tray is rich. Then HIT, STAND, or DOUBLE eleven.
Blackjack (A+10 on two cards) beats a 21 built from three or more. Both bust is a push. Winner takes the opponent's wager.
Keyboard: Open CONTROLS to remap. Default controller-hands: K lock / hit, J ante / stand, L raise / double. Escape or LEAVE to quit.
Goal: True 1v1 darts. Each visit a mark is called — BULL, INNER, OUTER, or a colored wedge. Hit the called target for bonus points. First to 21, win by 2, cap 30. Most points when the 3:00 clock hits zero.
You are Loft (gold) or Fletch (crimson). Three darts each visit, then the other seat throws. Quick Match is you versus one bot.
Aim with the stick. Hold DRAW to pull. Sway grows as you charge. SETTLE steadies the reticle against the wind. LOFT hangs longer in the air — more drop, more drift. Charge punches through weather. A gold ghost shows where this throw will land. Release to throw.
Each visit rolls wind, air, and pressure. Wind pushes the dart. Heavy air catches more. Low pressure scatters. Thin air and a firm draw fly truer. Aim upwind of the mark.
Keyboard: Open CONTROLS to remap. Default: K draw / throw, J settle, L loft.
Goal: True 1v1 pickleball / tennis hybrid. Rally scoring to 11, win by 2, cap 15. Most points at 3:00.
You are Ace (green) or Deuce (amber). Each player has a paddle. Hold SWING to ready it and meet the ball. Serve underhand and land it past the kitchen. The serve and the return must bounce before anyone can volley — kitchen volleys are always a fault.
Hold SWING to charge. Release to serve or snap a swing. Aim with the stick; hitting high or low on the paddle steers the ball. LOB lifts. LUNGE dashes.
Keyboard: Open CONTROLS to remap. Default: K swing / serve, J lob, L lunge.
Goal: Co-op duel planet defense. You own a hemisphere. Inbound craft leak onto your shield. Breach the other core, or lead the score after 8 waves.
You are Aegis (cyan) or Halo (gold). Stick selects a pad. BUILD / UPGRADE spends gold. CYCLE the kit: PULSE (your ships), FLAK (shared burst), LANCE (long shot), DOME (slow). SELL refunds. FLAK and DOME can cover the other sky — help them, or farm the bounty.
Gold ticks during the match. Quick Match is you versus one bot on the other hemisphere.
Keyboard: Open CONTROLS to remap. Default: K build, J cycle, L sell.
Goal: Co-op duel zombie defense. Mid-street horde splits toward both houses. If they reach your door, you leak. Last house standing, or higher score after 8 waves.
You are Ward (green) or Bone (crimson). Three lanes, four pads each. SPIKE is cheap fire. NAPALM burns a pack (shared). RIFLE reaches. FENCE slows. You can torch the other lane — that's the duel inside the co-op.
Keyboard: Open CONTROLS to remap. Default: K build, J cycle, L sell.
Goal: 1v1 space racers. Auto-accel. First to 3 laps, or farthest when the clock hits zero.
You are Pulse (cyan) or Flare (gold). Stick steers. Hold DRIFT in the turns to bank turbo. Grab boxes: BOOST, PLASMA, MINE, SHIELD, SHOCK. HOP skips mines. BACK fires plasma rearward. Slipstream the racer ahead for extra speed.
Quick Match is you versus one bot on the circuit.
Keyboard: Open CONTROLS to remap. Default: K drift, J item, L hop.
Goal: 1v1 assassin duel. First to 4 frags, or most kills when time expires.
You are Wraith (cyan) or Viper (crimson). During SET, stick picks a class: ↑ GHOST (cloak + backstab), → HEX (charge orb + blink), ↓ RAZOR (cut + lunge). DASH is a short burst. Cover blocks shots. Cloaked Ghosts vanish unless you catch the shimmer.
Keyboard: Open CONTROLS to remap. Default: K attack, J ability, L dash.
Goal: True 1v1 gaga ball. First to 7, win by 2, cap 11. Most hits if the 3:00 clock hits zero.
You are Ring (green) or Rim (amber). Slap the ball — you cannot catch it. Bank it off the octagon wall. If an armed ball hits you, you are out and they score. Hold SLAP to charge a heavier send. DASH to close or dodge the rebound.
Keyboard: Open CONTROLS to remap. Default: K slap, J feint, L dash.
Goal: Pitcher vs batter homerun derby. 5 pitches a half, 3 innings. First to 8 bombs, or most after both have hit.
You are Ace (cyan) or Duke (gold). Pitcher: stick aims the zone, PITCH throws, cycle FAST / CURVE / CHANGE / SLIDER. Batter: aim the barrel, SWING on time. Late, early, and off-location are outs. Square it and the fence is yours.
Keyboard: Open CONTROLS to remap. Default: K pitch/swing, J cycle pitch, L hold/stride.
Goal: 1v1 mini golf. Nine holes of match play. Lowest strokes wins the hole. First to five holes, or the card after nine. Halved holes stay all square. Sudden death if tied.
You are Fore (green) or Pin (gold). Both balls are live on the same green. Stick aims. Hold PUTT to charge, release to stroke. CANCEL dumps a charge. Sand kills speed. Water is a penalty stroke back to your last lie. Bank the walls. Drain the cup.
Quick Match is you versus one bot. Ranked uses the same sim on the host. Exhibition is unranked online.
Keyboard: Open CONTROLS to remap. Default: K putt, J cancel.