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Modules Rule
The Rule slot decides how a match is won or lost. One chip. Empty means Survive (60 seconds, one life). Ingredient: paper. All slots
| Chip | What it does | HUD goal line | Recipe (shapeless) |
|---|---|---|---|
| Survive (default) | Stay alive until the clock runs out. | Survive 60 s · lives 1 | Blank Chip + paper |
| Clear Board | Collect every pickup before the clock runs out. | Clear in 120 s · lives 3 | Blank Chip + paper + bone meal |
| Last Standing | Last pawn alive wins; alone, survive the solo clock. | Last alive · lives 1 | Blank Chip + paper + bone |
| Reach Exit | Find the exit; with a key it stays locked until every key is held. | Reach the exit · lives 3 | Blank Chip + paper + any wooden door |
| Score Target | First to reach the target score wins. | Reach 100 pts · lives 3 | Blank Chip + paper + emerald |
The HUD line shows the chip's current values. Every match also has a hard time limit set by the server
(runtime.maxMatchSeconds, 10 minutes by default); a match still running then ends in a draw.
Win when the clock reaches zero with a pawn still alive; lose when every life is gone.
| Setting | Default | Range |
|---|---|---|
| Seconds | 60 | 10–600 |
| Lives | 1 | 1–9 |
Win by collecting every clearable pickup (Score Orbs and Keys) before the clock runs out. In this game those pickups do not come back once taken. Without a clearable pickup the game plays as Survive with this chip's seconds.
| Setting | Default | Range |
|---|---|---|
| Lives | 3 | 1–9 |
| Seconds | 120 | 10–600 |
The last pawn alive wins; if everyone goes down together it is a draw. Played alone — or left alone when the others leave — it becomes a survival game on the solo clock.
| Setting | Default | Range |
|---|---|---|
| Lives | 1 | 1–9 |
| Solo seconds | 60 | 10–600 |
An exit appears on the far side of the board from where you start. Step on it to win. With Needs key on, the exit stays locked until every Key pickup on the board has been collected.
| Setting | Default | Range |
|---|---|---|
| Needs key | off | on, off |
| Lives | 3 | 1–9 |
The first player to reach the target score wins. There is no clock of its own (only the server's time limit). Points come from pickups, from a Bouncing Ball scoring past a goal line, from shooting Chaser drones, and from the Stacker's rows.
| Setting | Default | Range |
|---|---|---|
| Target | 100 | 1–9999 |
| Lives | 3 | 1–9 |
- Reach Exit with a pawn that moves on one line puts the exit at the far end of that line (the bench warns). With a Paddle it cannot be reached.
- Reach Exit with keys and Shrinking Floor: a key that falls into a hole can never be collected, so the exit never opens and the match runs to the time limit.
- Clear Board with Shrinking Floor: a pickup left in a hole cannot be collected; the clock decides.
- Score Target with nothing that scores runs to the time limit (the bench warns).