RULES

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Objective
  • Score the most points by the end of the final round.
Tiles
  • Solid — single-colored tile worth 1 or 2 points.
  • Bridge — two-color tile worth 3 points; each color covers three neighboring sides.
  • Blocker — black tile worth 4 points that makes adjacent cells unavailable.
  • Universal — rainbow tile worth 5 points and able to connect to any colored tile or blocker.
Setup
  • Hands: 6 tiles (2–4 players), 5 tiles (5–8), 4 tiles (9–12).
  • Player 1 starts; play proceeds clockwise.
Placing tiles
  • The first tile of the game goes on a Deployment Cell.
  • Afterwards, a tile goes on a Deployment Cell or next to a placed tile.
  • Touching sides must match in color. Bridges may be rotated.
  • Blockers may touch colored tiles but not another blocker. Their adjacent cells are unavailable to every tile except a Universal.
  • After placing, draw a replacement tile. If the bag runs short, draw whatever remains.
Bonus cells
  • Sky Blue · +3
  • Pink · +5
  • Brown · ×2 (placed tile's own points only)
  • Amber · ×3 (placed tile's own points only)
Scoring
  • Turn score = placed tile points + printed points of all touching tiles + cell bonus.
  • Touching tiles add only their printed points, never their own cell's bonus.
Passing
  • Return your whole hand to the bag, mix it and draw the same number. Score 0. No partial exchanges. Passing is not allowed during First Play or the final round.
First Play
  • Only the first player's first turn may place one or two tiles, each under normal rules; draw a replacement for each. Passing is not allowed.
Rounds & Final Round
  • A standard game is 6 rounds (up to 12 may be chosen).
  • Final round: play your last tile, no replacement draw. No passing — you may end your turn instead.
Winning
  • Highest total score wins.
  • Tie: tied players compare the total value of their remaining tiles.
  • If those values are also equal, they share the win.