GOAL
First to reach 1200 points wins. If no one does, most points after round 4 wins.
YOUR TURN
Draw one card, then play one card onto the tableau. Cards extend open routes or start new ones.
ROUTES
A route chains when each node's output channel matches the next node's input channel. Routes need 2+ nodes to score. Max 3 hops; max 3 routes open at once. No output channel can appear twice in the same route.
Any player can extend any open route. The player who places the last card — the endpoint — scores it. Routes are contested until they close (hop limit reached or a terminal is played on them).
CARRY
Routes under 2 nodes at round end carry into the next round — they don't score and aren't discarded.
ROUND STRUCTURE
Each player takes 2 turns per round. After all turns, routes score and hands refill to 4 cards.
PASSING
You may only pass if you have no legal play. You still draw.
CARD TYPES
⇒ Relay — extends a route (input→output); starts a new route if the cap allows and no route can be extended
⊣ Terminal — closes any open route (≥2 nodes); the terminal's own PKT value scores
⊕ Amplifier — extends like a relay; if it's the exit node at scoring, value ×2
⚠ Noise — targets a fixed channel; destroys all scoring routes that use it as an interior output (not the exit node) — including your own; only legal when such a route exists
⊘ Filter — extends like a relay; if noise targets its input channel, the whole route is immune on that channel only
SCORING
At the end of each round, all valid routes (≥2 nodes) score. PKT on each card is its packet value — the points you score if it's your exit node. Only the exit node's packet value counts — no sum. The exit node's owner collects the points.
TURN ORDER
Round winner goes first next round. On a tie, order is unchanged.
HINTS
When hints are on, cards with no valid play are dimmed. Select a card to see PLAY HERE slots on valid routes.