Left: Black tiles (Player A) | Right: White tiles (Player B)
22 tiles per player (2 copies each of 11 types)
| Tile | Pts | Type | Tile | Pts | Type |
|---|---|---|---|---|---|
| Straight | 2 | Path | X-Cross | 4 | Crossing |
| Angle | 2 | Bend | Arrow | 3 | Branch |
| Block | 1 | Blocker | Y-Right | 3 | Branch |
| Y-Left | 3 | Branch | Star-6 | 5 | Universal |
| Tri-Branch | 3 | Branch | L-Curve | 2 | Bend |
| Spread | 4 | Branch | 2 copies each per player | ||
Be the first to build a continuous, connected path from your starting corner to one your opposite corner using engraved hex tiles on the 9×9 board.
On your turn, perform all 3 steps in order:
Dot hexes multiply the base score of 10 points (tournament play). Multipliers from multiple dot hexes stack additively.
| Dots | Multiplier | Score |
|---|---|---|
| ●● 2 | ×3 | 30 pts |
| ●●● 3 | ×4 | 40 pts |
| ●●●● 4 | ×5 | 50 pts |
| ●●●●● 5 | ×6 | 60 pts |
Example: Path through 2-dot + 3-dot hexes = 10 × (3 + 4) = 70 points
9×9 Main Board — 85 hexes, A/B corners
The defining mechanic of Battle Mode. Governs which tiles your path may use:
Transit is checked per-tile, not per-line. Even if the line connects perfectly, you cannot use an opponent-placed tile in their territory.
First player to complete a valid, transit-compliant path from their starting side to the opponent's side wins immediately.
Only Block and Star-6 tiles can displace adjacent opponent tiles. Max 3 displacements per player per game.
| Displacer | Effect |
|---|---|
| Block (1 pt) | Displaces any adjacent opponent tile. Creates a dead zone. |
| Star-6 (5 pts) | Displaces any adjacent opponent tile. Creates a superhighway. |
Captured tiles go face-up in your capture pile (visible to both players). Capture points apply to stalemate resolution and tournament tiebreakers.
If all 85 hexes fill with no path winner, calculate Stalemate Score:
| Criterion | Points |
|---|---|
| Longest transit-valid path toward goal (per tile) | 1 pt each |
| Captured tiles | 2 pts each |
| Dot hexes on longest path | ×3 / ×4 / ×5 / ×6 |
Highest Stalemate Score wins. If tied, the game is a draw.
If a placement completes paths for both players, the active player wins. However, if their path is transit-invalid, it does not count — and the opponent wins instead.
| Tile | Pts | Qty | Tile | Pts | Qty |
|---|---|---|---|---|---|
| Star-6 | 5 | 1 | X-Cross | 4 | 1 |
| Spread | 4 | 1 | Arrow | 3 | 1 |
| Y-Right | 3 | 1 | Y-Left | 3 | 1 |
| Tri-Branch | 3 | 2 | Straight | 2 | 2 |
| Angle | 2 | 2 | L-Curve | 2 | 2 |
| Block | 1 | 2 | Wildcard | var | 1 |
Wildcard: Declared as any standard tile type at placement. Value = declared tile's points.
Tri-Board: 14 hexes/side, 3 corners (I, II, III), 3 centre hexes
If two players connect to the same centre hex simultaneously:
Note: Two players can each connect to different centre hexes simultaneously. In casual play, this is a shared victory.
Dot hexes award flat bonus points (not multipliers). Base win = 10 pts.
| Dots | Bonus |
|---|---|
| ●● 2 | +3 pts |
| ●●● 3 | +4 pts |
| ●●●● 4 | +5 pts |
| ●●●●● 5 | +6 pts |
Example: Path through 2-dot + 4-dot hexes = 10 + 3 + 5 = 18 points
If all 91 hexes fill with no winner: