THE GOAL
First player to 4 Breakthroughs wins.
THE BOARD
- 7 vertical Flows (columns 1–7), each with 7 slots (positions 0–6)
- AQUA enters at bottom (pos 0) and moves up
- IGNIS enters at top (pos 6) and moves down
ACTIONS (2 PER TURN)
- SPAWN — Charge-1 at your entry. May replace your own piece in that flow (sacrifice). Barriers do not block your spawn.
- CHARGE — +1 charge (normal max 3). One piece may go to 4 (Crown) if you have no Crown yet. You may also charge your Barrier (durability max 3).
- ADVANCE — Move 1 slot. Clashes by charge.
- SURGE — Charge exactly 3 only. Two-slot push; ends at charge 1; pulses adjacent flows. Crown-4 cannot Surge.
- BARRIER — Convert a piece into a Barrier (one per player while it stands).
- SIDE JUMP — Charge 2+. Adjacent flow (wraps 1↔7). Skirmish: both −1 charge.
CROWN ♛
- At most one charge-4 piece per player at a time
- Beats lower charges in Advance/Surge clashes
- 4 vs 4 = equal clash: both drop to 3
- If lost or reduced, you may crown again later
SIDE JUMP (SKIRMISH)
- Needs enemy at valid height (same height, or Resonant rules when Linked)
- Cannot jump into a flow with an enemy Barrier
- Jumper and target each lose 1 charge (even if jumper is weaker)
- Target to 0 → dies; jumper lands with remaining charge
- Jumper to 0 → dies; no land. Both survive → jumper bounces home
BARRIER
- One active Barrier per player; never expires on its own
- Your pieces Advance, Surge, and Spawn through it freely
- Enemy cannot Side Jump into that flow
- Attacked: stronger charge destroys Barrier; equal/weaker → Barrier −1 durability, attacker −1 charge
CLASHES
- Higher charge wins
- Equal: both lose exactly 1 charge (destroyed only at 0)
FLOW LINK ⟡
After a Surge, if both adjacent flows already held your pieces and the pulse boosted them (no fresh scouts), those flanks Link until the end of your next turn.
- Parallel Advance — Advance on one linked flow also advances the other (if legal)
- Harmonic Charge — Charge on one also +1 on the other (respects Crown cap)
- Resonant Jump — Side Jump between linked flows even if not adjacent; target same height or one step toward their entry
On the board UI: Ignis link markers sit at the top of the play area; Aqua at the bottom.
BREAKTHROUGH
Score only by moving off the board from the edge row (not by merely landing on it):
- AQUA — Advance or Surge from position 6
- IGNIS — Advance or Surge from position 0
Good luck. Control the flow.