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Modules Rule

github-actions[bot] edited this page Oct 24, 2026 · 1 revision

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.

Survive

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

Clear Board

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

Last Standing

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

Reach Exit

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

Score Target

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

Odd combinations

  • 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).

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