# 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](Modules.md) | 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).