1. Objective
Advance with the ball, create positional superiority and reach the end zone while preventing the defence from closing routes or forcing loss of control.
BALL is resolved through position, cost and consequence. Each turn provides 2 PA. In energy mode, PA you choose not to use may be converted into PE at a rate of 1 PA for 1 PE.
Advance with the ball, create positional superiority and reach the end zone while preventing the defence from closing routes or forcing loss of control.
Each turn begins with 2 PA. You may spend 0, 1 or 2 PA. In PE mode, before unlocking, you may convert each remaining PA into 1 PE. Conversion may be partial or complete.
PE are gained through certain actions and by converting unused PA. You may gain and spend PE during the same turn. Each card states its cost and effect.
Pieces create zones, routes and constraints. Blocking is not merely occupying a square: it is building favourable geometry.
Passing opens alternatives when direct advance is not enough. Unlocking prevents dead positions and forces you to calculate continuity.
The player who best converts sequences into real progress wins. Luck neither rescues mistakes nor punishes good decisions.