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Equipment
1 Scoreboard 20 markers 120 Tiles

Object
The game is won by scoring points. Place tiles to build circuits and score points using markers to battle for control of circuits. See Winning

Gameplay
Players take turns in a clockwise order beginning with the youngest player. On a player's turn, he executes the following actions in this order:
  1. The player may place any number of his tiles on the playing board, 1 at a time.
  2. The player may place OR retrieve 1 of his markers.
  3. The player may discard any unwanted tiles.
  4. The player must draw enough tiles to bring his total tile count up to 4.

Tallying Points
There are 3 times when points are awarded or taken away.

  • When a marker is placed, points are removed.
  • When a marker is retrieved, points are added.
  • When a circuit is completed, points are added.

  • The number of points in each case is determined by the length of the circuit in segments. Here is an example of a circuit of length 6:

    A player that places a marker on this circuit, will lose 6 points, regardless of whether there is already a marker on the circuit or not.

    A player that retrieves a marker already on this circuit, will receive 6 points.

    If there are 2 markers on this circuit, and the player retrieves one of them, only 6 points will be received at this time. The other marker remains on the circuit to be retrieved later for points.





    Closed circuits are worth double points. A closed circuit is formed when one end of a circuit joins the other end of that circuit. Each marker retrieved from the following circuit gives the player 12 points.





    Valid Tile Placement
    There are 2 ways that a tile may be placed. It may be placed in a vacant spot adjacent to an existing piece, or it may replace an existing tile. Matching blank sides is okay.

    Placing markers
    After you have placed your tiles, you may place OR retrieve 1 marker. To place a marker, put it on a specific segment of a tiles and subtract from your score the number of segments in the circuit. The tile does not have to be one that you have played. However, there are 2 times when you can NOT play a marker:
    1. If the circuit that you are placing a marker on already has a marker from a different player.(Placing markers on circuits you already own is allowed)
    2. If the tile on which you would like to place a marker already has a marker on it.

    Replacing an existing tile
    You may replace a tile only if 3 conditions are met. (The replaced tile is discarded)

  • The new tile fits into the new position.
  • There are no markers on the tile that is being replaced.
  • The new tile maintains any previously formed closed circuits.


  • Possible Effects of Tile Placement

    If placing a tile causes a closed circuit:
  • Retrieve all markers on the circuit and score double points per segment.
  • Replay any number of the retrieved markers if you choose (don't forget to take points away for each marker placed). If you do not play these markers at this time, return them to your hand, and forfeit the extra play.
  • If the markers on the circuit do not belong to the player who closed it, the markers return to the owner's hand and are not replayed. Points are still awarded to the owner of the markers.

    If placing a tile causes two circuits to join:
    If one player has more markers on the joined circuit, that player becomes the owner of the circuit. The losing player must retrieve all markers on the circuit and receives no points.

    If both players have same number of markers on the new circuit, each player counts the number of segments on his side of the newly placed tile. Not including segments on the new tile. The player with the most segments on his side after the joining is declared the owner. The losing player must retrieve all markers on the circuit and receives no points.

    If both players have the same number of markers AND segments, ALL MARKERS ARE REMOVED FROM THE CIRCUIT with no points awarded.

    *Note: If more than one set of circuits are joined, repeat these steps for each circuit separately.
    If three or four circuits are joined into one circuit, count each set of segments starting at the placed tile and work your way outward. The player with the most TOTAL segments/markers wins.


  • Winning
    A player wins if he has reached 50 points, or if he is the last player standing. A player loses and is removed from the game if he becomes 50 points lower than the leading player.

    Strategies ~ Things to think on
  • You should try to grow the circuits on which you have markers.
  • The more markers you have on the same circuit, the more potential points you'll get each time you add a new segment to that circuit.
  • The fastest way to grow your circuit is to merge it with an existing circuit.
  • Look for opportunities to merge circuits by replacing existing tiles.
  • Take over your opponent's circuits by placing more markers, then joining circuits.
  • If your opponent has a lot of markers on a circuit, place some tiles near (but not on) the ends of his circuit to make it harder for your opponent to continue growing that circuit.
  • Don't forget to watch the score. When you have enough potential points to win, retrieve your pieces and claim your points.
  • Since you must wait until your next turn to place a marker that you just retrieved, it's not very efficient to cash in your markers too frequently.
  • Cut your opponent's circuits by strategically replacing tiles near the middle of his circuits.
  • Your markers protect the tile from being replaced. Circuits that span many tiles are harder to protect with markers. Try to make circuits that curve back across the same tiles.
  • It's much easier to replace tiles that have few neighboring tiles, so protect yourself by placing your markers on those.
  • When your opponent is protecting valuable circuits (like nearly closed circuits) with his markers, his score will likely be low and he won't want to retrieve his markers. Retrieving all your markers may give you a big enough lead to win. Or it may cause your opponent to surrender his good position.
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