AN ORIGINAL GAME OF LINKS & LEAPS

Whole New Game!!!

Move your runners. Claim the space between. First to 7 wins.

ROUND 01 / 20
Orange's turn
Select an orange runner to see your moves.
RunnerLegal moveYour territoryCenter = 2 points
01

Move or leap.

One step. Or one hop over any runner.

02

Make a link.

Your runner · empty hex · your runner.

03

Make it yours.

Claim the middle. 7 wins solo. 12 wins as a team.

Move journal No moves yet
  1. Your first move starts the story.
PULL UP A CHAIR

A whole new game.

Choose a person or AI for every seat, then pick a game mode.

Who's playing?

Orange takes the first turn. Reach 7 points to win.

Easy: random legal moves. Medium: scoring and position. Hard: looks ahead at replies.

PLAY FROM YOUR DEVICE

Join the table.

Enter the room code or paste the host’s invite link, then choose an open human seat.

THE OFFICIAL HOUSE RULES · V3.0

Simple moves.
Unexpected possibilities.

2–4 players3 runners each7 solo · 12 team points

01 / Set the table

The expanded board has 61 hexes, arranged in rows of 5, 6, 7, 8, 9, 8, 7, 6, and 5. Rows are A–I, numbered left to right. Each seat has three runners. The six directions follow hex edges. Use Zoom board to enlarge the board and pan on a small screen.

In two- and three-player games, Orange starts A1/A2/A3. For two players, Blue starts I3/I4/I5. For three players, Blue starts E9/F8/G7 and Jade G1/H1/I1. In four-player or 2v2 games, Orange starts A1/A2/B2; Blue C7/D8/D7; Jade I4/I5/H5; Violet G1/F1/F2.

In 2v2, Orange + Jade (Team A) face Blue + Violet (Team B). Orange starts, followed by Blue, Jade, and Violet when present, so team turns alternate. Territory starts unclaimed. Rematches rotate the starting seat.

02 / Take exactly one action

Step: move one of your runners to an adjacent space without a runner. Leap: jump in a straight line over one adjacent runner of any color, landing on the empty space immediately beyond it. Only one jump per turn; no chains and no captures.

You can land on anyone's territory. Its owner doesn't change just because you stand there. You cannot move off the board or onto another runner. Pass only if none of your runners has a legal move.

03 / Link to claim

After you land, look in all six straight directions from the runner you just moved. If another friendly runner is exactly two spaces away and the space between them has no runner, claim that middle space.

In free-for-all, only your own runners are friendly. In 2v2, your teammate’s runners are friendly too, but you can move only your own three runners. Your teammates can help you make links; neither can steal the other’s territory. Only links involving the runner that just moved count. Claim every qualifying middle space at once. An opponent's territory switches to your color: they lose its points, and you gain them. Claiming a space you or your teammate already own adds nothing. New territory is marked in the moving player’s color; teammates’ points are added together. Your old territory stays yours when your runners leave.

04 / Reach the goal

Each owned space is worth 1 point. The center, marked (E5), is worth 2 points instead. Runners themselves are worth zero. In free-for-all, the first player with at least 7 points at the end of their move wins immediately. In 2v2, the first team with a combined 12 points wins together. A steal transfers points between teams, and your teammate’s territory is never counted twice.

If no player or team reaches its goal, finish 20 full rounds so every player has taken 20 turns, including passes. The highest individual score wins in free-for-all; the highest combined team score wins in 2v2. Equal highest scores share the win, including a 0–0 tie. There is no elimination, and a score can never go below zero.

A quick example

Orange moves onto E2, with another orange runner on E4 and no runner on E3. Orange claims E3. If E3 was blue, Blue loses 1 and Orange gains 1. If a runner occupies E3, no link forms.

Each seat can be a person or AI at Easy, Medium, or Hard difficulty. People share this screen; AI takes its turns automatically, including passes. Easy chooses random legal moves; Medium weighs points and position; Hard searches up to three turns ahead using a shortlist of promising moves. Hard is not guaranteed to play perfectly. Teammate AI values the shared team score. All-AI matches are supported. In same-device play, use Pause AI to stop play; opening a dialog also pauses local AI until you close it. In online rooms, only the host can pause AI for everyone. Opening a dialog on one device does not pause other players. In same-device matches, Undo returns to the previous human decision, reversing intervening AI turns; in an all-AI match it reverses one turn and pauses. New games clear the board. Rematches keep controllers, difficulties, and teams, and rotate the starting seat.

05 / Play across devices

Choose New game → Online room, configure the seats and AI levels, and select your own human seat (or spectate as host). Share the room code or invite link. Each person opens the link on a separate device, joins an open human seat, and the host starts once all human seats are reserved. Players must have access to this site.

The server checks moves, AI choices, scores, and turn order. All devices receive the same saved board. You can move only your assigned seat. Your browser remembers its room identity, so reopening the room on that browser restores your seat. Keep using the same browser profile; clearing its storage removes that identity.

Online matches have no undo. The host can start a rematch after the game ends. Leaving the room returns to local play but keeps your seat reserved so you can reconnect using the same link. If a player disconnects, their human turn waits for them to return. AI advances while a participating player or the host keeps the room open. Changes typically appear within a couple of seconds.

THAT'S A WHOLE GAME.

Orange wins!