A tense abstract strategy game. Aqua rises from the source; Ignis descends from the sink. Charge, surge, crown a champion, raise a barrier, link the flows — first to 4 breakthroughs wins.
No dice. No luck. Aqua opens with one action, then two per turn.
First game takes a few minutes. We'll point at the buttons.
Push pieces across 7 vertical flows. Score only by leaving the far edge — not merely arriving.
Rules and AI run on the server. Play vs AI or a human with a room code.
Signed-in players can shout that they want a human match. Opt-in only · lasts about 20 minutes · no tracking. Tip: turn looking on, then CREATE ROOM — your room code appears here for friends to JOIN.
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Tidewright is an AI, not a human. Signed-in players only. He usually joins in 1–3 minutes. One game at a time.
First time? Leave AI on Learning (default) — kinder while you learn the buttons.
Challenge — the real test (fast, sharp; expect a fight).
Tidewright — a named AI account. Wins and losses against him are a separate ranking, not H2H.
Goal: first to 4 breakthroughs. VS AI & rooms use the game server.
Last 10 finished matches on the site (anyone). Hit REPLAY to watch move-by-move. No IPs or emails — only mode, score, and moves.
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Optional. Only email, password, and a display name — Privacy. Guests can play without an account. Signed-in players get a home page: welcome, stats, play notes, and My games with REPLAY.
A tense abstract strategy game on 7 vertical Flows.
First to 4 Breakthroughs wins.
Aqua’s first turn of the game has 1 action. Every turn after that has 2.
adv b). A Surge that is held still ends at charge 1 (sur b).When you Surge, adjacent flows are pulsed as usual. If both adjacent flows already contain your pieces and the pulse boosts them (no fresh spawns), those two flows become Linked until the end of your next turn.
The play to hunt: develop both flanks → Surge through the middle → twin advance, Harmonic Charge, or cross-flow assassination.
A piece scores a Breakthrough only when it moves off the opponent’s end of the board:
Landing on the final row does not score — the opponent gets one final chance to intercept (e.g. with a Side Jump).
Good luck and may the better strategist control the Flows!
Same full rules appear under RULES inside a match.