A hex grid, 37 tiles. 2-8 players spawn evenly spaced around the outer ring.
Every turn you secretly plan 3 actions, then everyone's step 1s resolve together, then everyone's step 2s, then step 3s β not player by player. Move, Shoot, and Meditate are always available and never run out. On top of those, you're dealt 3 special cards each turn (the same 3 for everyone β no luck advantage). Lock in your plan, then once everyone's locked in, anyone can hit Showdown to resolve. Max HP is 3 β last player standing wins.
Every special card costs 1 action point. You start with 1 AP, and Meditate grants +2, capped at 3, and AP carries over between turns. Cards you can't afford are greyed out.
| Card | Effect |
|---|---|
| Move | Step to an adjacent tile. |
| Shoot | Fire in a line, range 4, hits only the first player it reaches. |
| Meditate | +2 action points, capped at 3. |
| Dash | Move 1-2 tiles. 1 damage if you land on someone. |
| Dive | Jump to any tile exactly 2 tiles away. 1 damage if you land on someone. |
| Roll Shoot | Move 1 tile, then fire (range 4). |
| Snipe | Like Shoot, unlimited range β and penetrates through everyone in the line. |
| Burst Shot | Fires 3 lines at once: your aim plus the two hex directions flanking it, each like a Shoot. |
| Charge | Rush in a line; rams every player in the way for 1 damage each and sweeps them along to your final tile. |
| Teleport | Instant move to any tile. 1 damage if you land on someone. |
| Grenade | Thrown AOE, target tile + 6 neighbors. |
| Stomp | Damages everyone adjacent to you. |
| Swipe | Aim a direction: 1 damage + knockback to your own tile and 3 adjacent tiles that way. |
| Bolt | Zigzagging shot along two alternating directions. |
| Crescent | Thrown arc, anchored exactly 2 tiles away. |
| Pillar | Melee: hits you plus 4 tiles fanning out around an adjacent tile (that tile itself is untouched). |
| Twin Fang | Range 1: hits the tile in front of you, the tile behind you, and your own tile. |
| Potion | Heals +1 HP. |
| Mine Roll | Buries an invisible trap where you stand, then you move away. Triggers on whoever else steps on it later β you're immune to your own. |
| Volley | Strikes a whole diagonal band, always top-left to bottom-right β you just pick which band. |
| Molotov | Thrown AOE, ignites the target tile for 2 turns β visible, unlike Mine Roll. Anyone standing on it takes 1 damage. |
| Hook | Unlimited range β drags the first player in line onto your own tile for 1 damage. |
| Vortex | Unlimited range, no damage β pulls everyone adjacent to the target tile onto it. |
| Swap | Unlimited range, no damage β trade places with whoever's on the target tile. Does nothing if it's empty. |
| Reflect | Bounces this step's incoming ranged/AOE damage back at whoever dealt it. |
Players can freely stack on the same tile β there's no collision or blocking between moves. The one exception is Charge: ramming into someone deals 1 damage and knocks them back to a random adjacent tile.
Waiting for the host to startβ¦
Waiting for the host to start a rematchβ¦