< BACK TO GAME

HOW TO PLAY

The complete rulebook for Super Tic-Tac-Toe — every mechanic, every number, and all 24 fighters.

Super Tic-Tac-Toe is tic-tac-toe with a health bar. You already know how to make three in a row — that part has not changed. What is new is everything wrapped around it: winning a round is a punch, not a victory, and the match keeps going until somebody’s hit points run out.

You do not need to read this page to start playing. It is here for when you want to know why you lost.

THE IDEA

A match is a best-of-nothing brawl made of rounds. Each round is one ordinary game of tic-tac-toe on a 3×3 grid. Win the round and you hit your opponent for your damage stat. Drop them to 0 HP and you win the match.

Between rounds you spend the gold you earned in a shop, so a match that goes long turns into an arms race — the fighters you started with are not the fighters you finish with.

1. Play a round of tic-tac-toe
2. Complete a line and the round is yours
3. They take a hit. Fresh board, next round.

YOUR FIRST MATCH

  1. Pick a modePlay against the computer, hand a friend the same device, or go online. See Ways to play.
  2. Pick a fighterAll 24 have different HP, MP, damage and abilities. If you have never played, take DEFAULT — joint-highest base damage, the biggest mana pool, straightforward board tricks and no passive to remember.
  3. Play the roundTap an empty tile to place your mark. You have 60 seconds a turn. Run the clock out and your turn is simply skipped, so do not sit on a hard decision forever.
  4. Spend your abilityYour three abilities sit under the board with their mana cost on them. They are not a bonus — a round where you never cast is a round you played at half strength.
  5. Take the hit, or land itThe round’s loser takes damage — armour first, then hit points. Losing a round still pays 3 gold, and the loser moves first next round, so being behind is genuinely recoverable.
  6. ShopBetween rounds you get 30 seconds and three items to choose from. Early on, buy armour. It is the cheapest thing on the board that stops you losing.
  7. Repeat until someone dropsEvery round the board fills with more buffs, both fighters hit harder, and the turn timer eventually tightens. Matches escalate.

WINNING A ROUND

Three of your marks in a row — across, down or diagonally — takes the round, exactly as it always has. Eight lines exist, and the centre tile is on four of them.

A row
A column
A diagonal
MATRIX only: all four corners also wins

A few fighters change what a tile means. Proxy’s phantoms occupy a tile without counting for a line — until they harden into real marks after six turns, and detonate on the seventh, taking every mark around them; her Overlay makes one tile count for both players at once, so a single mark can finish both lines and draw the round. Matrix wins on four corners as well as on three in a row.

HP, MP, DMG & ARMOUR

  • HP (hit points) — your life. At 0 you lose the match. Fighters range from 3 to 6.
  • MP (mana) — fuel for abilities. It does not refill on its own every round; you earn it back from draws, losing streaks, tiles and gear.
  • DMG (damage) — how hard your round win lands. Most fighters start at 1. Damage is permanent once gained.
  • Armour — a buffer in front of your HP. Every point soaks one point of incoming damage before your health is touched.

Armour is not a number you buy directly — it is backed by the durability of the armour pieces in your satchel. Blocking a hit chips that durability permanently. The badge on the piece shows what is left, and the only repair in the game is a +Durability tile on the board:

2/21/22/2

The last point destroys the piece. Great Armor and Divine Armor are consumable gear, not permanent sockets: run the durability out and the item is gone for good, the satchel slot comes back empty, and there is nothing left for a +Durability tile to mend. Repair it while it still has a point on the badge, or buy another.

DAMAGE & THE KO FINISHER

Win a round and the loser takes your damage. Armour eats it first, and only the leftover reaches HP — so 3 damage into 1 armour is 1 blocked and 2 hit points gone.

Damage stacks. Permanent +DMG tiles, temporary boosts like Turbo Charge (+5 for one round) and Sacrifice Core, and fighter passives all pile onto the same number. Land a single hit worth 10 or more damage and your fighter stops punching and performs a full cinematic KO finisher — every fighter has their own.

a 10+ DMG hitKO FINISHER

Building toward one is a legitimate strategy: stack damage for several rounds, then end the match in a single blow rather than grinding it down.

ABILITIES & COOLDOWNS

Every fighter has exactly three abilities, and they are the whole reason the roster plays differently. Casting costs MP and puts that ability on a cooldown measured in rounds — not turns. A 5-round cooldown means you get that ability roughly twice in a long match, so the question is never whether to cast it but when.

Some abilities let you cast andplace a mark on the same turn; others consume your turn entirely. Every one of Proxy’s does, for example, which is why hers are priced low. The exact behaviour is in each ability’s description in the roster.

TILE BUFFS & TILE NERFS

From round 5 onward, tiles start carrying stat modifiers. The good ones are tile buffs; the bad ones are tile nerfs. Either way, landing your mark on the tile collects it immediately — which means the best tile for your line and the best tile for your stats are often not the same tile.

Buffs and nerfs sit in the corner of empty tiles — the −HP nerf here is bottom-middle
+HPHeal a hit point.
+MPRefill mana for abilities.
+DMGPermanently hit harder.
+DurabilityRepair a point of armour.
+GoldExtra shop money.

Later rounds also spawn tile nerfs — the same icons with a red cross through them. A nerf drains the stat instead of granting it, and it is collected exactly the same way: by placing your mark on the tile.

−HPCosts a hit point. Can be lethal.
−MPDrains mana.
−DMGBlunts your attack.
−DurabilityChips your armour.

STALEMATE: THE BOARD SCROLLS

Fill the board with nobody in a line and the round does not end. Instead the grid spins like a slot machine: 2 lines fall off the trailing edge, everything left slides across, and 2 fresh lines roll in behind. Play carries straight on over those 6 new tiles — same round, same HP, same MP, and whoever was about to move still moves.

Board jammed — no line for anyone
Top row survives, six fresh tiles arrive
Same round, new ground to fight over

Whatever was sitting on the lines that leave goes with them — marks, buffs, phantoms, Ledger’s tolls, even Cascade’s fires get scrolled off the board. That is the point: the reel exists to break open a board nobody can play on.

One tile can refuse. A centre held by Matrix’s Vertex is locked for the rest of the round, and the reel is inside the round — so it stands still, mark and all, while the other eight tiles slide around it.

THE DIRECTION ROTATES

This is the part worth internalising. The reel does not always push downward — it works through ↓ down, ← left, ↑ up, → right, and from the 5th scroll on it picks a direction at random.

1DOWN2LEFT3UP4RIGHT5+?RANDOM

A scroll also ticks your ability cooldowns down a step, exactly as finishing a round would, and hands both fighters +1 MP. The two go together on purpose: a cooldown that has ticked to zero is worthless if you cannot pay for the cast, so the reel gives you the ability and the mana to use it. Abilities are what pry a jammed board open.

A Jam is the exception to the cooldown tick — it keeps counting in real rounds, so stalling cannot shake it off early. And the mana is a top-up, not free overflow: it is capped at your maximum like every other regen in the game.

The new tiles roll for buffs, but the reel pays out quietly: most come up plain, about 30% carry a recovery buff (+HP, +MP or +Durability — nothing that sharpens your attack), and roughly 10% come up as nerfs. Stalling gets you back on your feet; it does not get you paid.

GOLD, THE SHOP & FORGING

Every round pays out. Winning is worth 5 gold, losing still pays 3, and a draw hands both players 3 gold plus 2 MP. Losing a round is a setback, never a shutout — you are always earning.

Between rounds the shop opens for 30 seconds with three slots. Early on it stocks cheap gear; the longer a match runs, the better the chance something match-swinging shows up. Do not like your three? Reroll them for 5 gold. Holding items you have outgrown? Drag them onto the sell zone to salvage them back into gold.

Interest: sit on 50+ gold at the start of a round and you bank a free 5. Saving instead of spending is a real strategy — and it is Ledger’s whole identity.

PASSIVE GEAR

Wear it and it just works — no button, no timing. It occupies one of your three satchel slots for as long as you keep it.

  • Great Armor3gsalvages for 1gTwo points of armour that soak hits before your HP does. The cheapest thing in the shop that stops you losing, and the best first purchase in the game.
  • Mana Staff4gsalvages for 2g+1 max MP, and regenerates 1 MP every round while worn — the difference between casting your ability every other round and every fourth.
  • Mana Ring6gsalvages for 3gRegenerates 1 MP per round. Stacks: two rings is two MP a round, and three fuse into something much better.
  • Ironheart4gsalvages for 2g+1 max HP. Quietly one of the strongest buys, because max HP also raises the ceiling your armour is allowed to sit at.
  • Buff Amplifier7gsalvages for 3gDoubles every tile buff you collect — and every tile nerf you step on. It sharpens the board in both directions, so it rewards players who actually read the tiles.

CONSUMABLES

Tap one from your satchel mid-round to fire it, and it is spent. These are your emergency buttons — and the expensive ones are how a losing match gets turned around in a single move.

  • Heal2gsalvages for 1gRestore 1 HP. Cheap enough to buy on almost any round you have spare gold.
  • Replenish1gsalvages for 1gRestore 1 MP. The budget way to reach an ability you cannot quite afford.
  • Turbo Charge14gsalvages for 7g+5 DMG for your next round win. The single best fuel for a 10+ DMG KO finisher — stack it with your own damage and end the match outright.
  • Sacrifice Core3gsalvages for 1gTrade 3 HP now for +3 DMG next round. You need at least 4 HP to use it, and it is exactly as reckless as it sounds.
  • Decoy Protocol Unit10gsalvages for 5gTake zero damage for one entire round. Losing a round costs you nothing at all — the perfect answer to an opponent who has clearly built up a huge hit.
  • Hacker Tool5gsalvages for 2gLock one of your opponent's abilities for a turn — cheap disruption at the moment it matters.
  • Mana Drain8gsalvages for 4gSiphon 5 MP straight off your opponent. Denial as much as gain: it can strand a cast they were one point away from.
  • Mana Swap20gsalvages for 10gTrade your current MP and base max MP with theirs. Your staff bonus stays yours, so a drained caster can rob a hoarder outright.
  • Life Swap30gsalvages for 15gTrade your current HP and base max HP with theirs. Your heart bonus stays yours. The most expensive item in the game and a genuine comeback nuke — at 1 HP against a healthy opponent, it flips the entire match.
  • Revive25gsalvages for 12gTEAM MODE only, and the only way a knockout is ever undone: your fallen team-mate is back at FULL HP and MP. It needs a full mana bar to use and empties yours completely, so the price is one fighter's whole cycle of abilities to get the other fighter back — and it does nothing at all unless a team-mate is actually down.

FORGING

This is where the shop gets interesting. Collect 3 copies of the same item in your satchel and they fuse automatically the moment the third one lands — into a legendary far better than anything the shop sells outright. Buying duplicates on purpose is a plan, not a waste.

Divine Armor3× Great Armor in your satchel
Arcane Staff3× Mana Staff in your satchel
Arcane Ring3× Mana Ring in your satchel
Juggernaut Heart3× Ironheart in your satchel

The two potion recipes work differently, and it is the most missable rule in the game: they need 5 copies, and they fuse from your storage chest (5 slots) rather than your satchel.

Health Potion5× Heal in your storage chest
Mana Potion5× Replenish in your storage chest

SALVAGING

Drag anything you have outgrown onto the sell zone and it melts back into gold. Every item lists its own salvage value (shown beside each item above) — it is always less than you paid, so salvage is a way to unstick a full satchel, not an investment.

COMEBACK MECHANICS

The game actively works against runaway leads. If you are behind, several things start helping you at once:

  • The loser moves first next round. Going first is a real edge, and it is handed to whoever just lost.
  • Losing streaks refund mana. From 3 losses in a row you start getting MP back to fund a comeback play.
  • Draws pay both sides3 gold and 2 MP each. Stonewalling a stronger opponent is a legitimate way to build up.
  • Burn damage can never kill you.Cascade’s fire always leaves you at least 1 HP; he has to actually win a round to finish you.

The leader is not forgotten either — 3 round wins in a row starts healing them 1 HP per round, so a dominant run still closes matches out.

THE CLOCKS

  • Turn timer — 60s.Let it run out and your turn is skipped; you are not penalised beyond losing the tempo. Null’s Timelapse can cut yours to 10 seconds.
  • Shop timer — 30s (2 minutes in a 2 v 2, where each side visits the merchant twice). The shop closes on its own. A 3-2-1 countdown warns you before it does.
  • Late game — from round 10 the turn timer is permanently cut to 30s for both players, to push a long match toward a finish.
  • Passing — 2 free skips a round, then 1 MP each. The SKIP button beside the turn clock hands the turn over without placing, and also backs you out of an ability you no longer want to finish. Paying for one is always a choice: letting the clock run out can only ever spend a free skip. Once the round’s two are gone, a timeout puts a mark down for you on a random legal tile instead of passing.
  • Once the allowance is gone, timing out costs you. Every timeout after your 2 free skips places a mark for you and takes 1 MP if you have any. The first of those is otherwise free; a second in a row, and every one after it, also costs 1HP. Placing a mark yourself, or passing deliberately, clears the run — and a new round hands back both free skips and a clean slate. It can kill you.On your last hit point, the next penalty puts you down and you lose the fight on the clock, so a fighter on 1 HP can’t sit on the match timer.
  • Match clock — 10 minutes (30 in a TEAM MODE, which has twice as many fighters to move). If it expires, the match is decided on who has the higher percentage of their HP remaining — which matters, because fighters have different maximum HP. Dead even is a draw.

THE ROSTER

24 fighters are playable, with the grid built out to 24 as more arrive. Stats, passives, mana costs and cooldowns below are the live values the game runs on.

DEFAULT

The All-Rounder

5 max HP× 1010 max MP2 base damage

Passive — No passive. Reliable stats and flexible board tricks.

  • Double7 MP5-round cooldownPlace two X's or O's in non-adjacent cells (center excluded)
  • Swap10 MP5-round cooldownReplace one of your opponent's X/O with your own
  • Clear3 MP3-round cooldownRemove one of your opponent's X/O (ends your turn)

VARIANT

The Vampire

3 max HP5 max MP1 base damage

Passive — Bloodthirst: winning a round leeches 1 HP. At full HP he gains +1 Max HP instead (up to 8).

  • Bat4 MP5-round cooldownBat Shift: move one of your own marks to any other empty cell, then place a bonus mark (ends your turn)
  • Drain3 MP5-round cooldownMind Drain: steal up to 4 MP from your opponent, then take your turn as normal
  • Feast5 MP5-round cooldownFeast: consume up to THREE of your opponent's marks (click each one), then drink 1 HP back (ends your turn)

Facing them — He is the only fighter who grows. Every round he wins leeches a hit point, and at full HP it raises his ceiling instead — a long match against Variant is one you are losing slowly even when it looks even.

NULL

The Wizard

4 max HP× 1010 max MP1 base damage

Passive — Energy Shield: while MP is at 100% and HP is 2 or higher, ALL incoming damage is negated — but each negation burns 1 MP per HP he currently has. Spending or losing any MP drops the shield; it restores itself the moment MP refills. At 1 HP the shield cannot form.

  • Cloak6 MP6-round cooldownCloak: hide ALL of your own marks from BOTH players for the round (you'll have to remember where they are!), then take your turn
  • Timelapse4 MP4-round cooldownTimelapse: slash your opponent's turn timer to 10s for 2 rounds, then take your turn
  • Heal4 MP4-round cooldownHeal: restore 1 HP, then take your turn as normal

Facing them — You cannot hurt him at all while his mana is full and he is above 1 HP. Make him spend MP — bait a cast, or drain it — before you try to win a round, or the damage simply vanishes.

PROXY

The Understudy

4 max HP× 88 max MP1 base damage

Passive — Mimicry: Proxy never strikes with less force than she's shown. Her DMG is always at least her opponent's — she copies their strength, but can never exceed it.

  • Afterimage3 MP5-round cooldownAfterimage: place TWO phantom marks on empty tiles — they hold the tiles, harden into real marks after 6 turns, then explode (ends your turn)
  • Overlay4 MP5-round cooldownOverlay: stamp your mark on top of one of your opponent's — that tile then counts for BOTH of you (ends your turn)
  • Inversion6 MP7-round cooldownInversion: every mark on the board changes hands — yours become theirs and theirs become yours (ends your turn)

Facing them — All three of her abilities END her turn: she never gets a mark on top of a cast. Every ability she uses is a tile she did not take, so punish the tempo.

MONOLITH

The Juggernaut

6 max HP6 max MP2 base damage

Passive — Last Stand: while at 2 HP or below, MONOLITH deals +2 DMG and every ability costs 2 less MP (minimum 1). He is at his most dangerous when he is nearly dead.

  • Overrun5 MP5-round cooldownOverrun: shove one of your opponent’s marks into any empty tile you pick, then claim the tile it left behind (ends your turn)
  • Brace4 MP5-round cooldownBrace: take 2 less damage at the end of this round (minimum 0), then take your turn as normal
  • Unstoppable6 MP7-round cooldownUnstoppable: for the rest of the round your marks cannot be stolen, deleted, moved, overlaid or inverted by any ability (ends your turn)

Facing them — He is at his most dangerous at 2 HP or below, not at full — Last Stand hands him +2 damage and cheaper abilities exactly when he looks beaten. Finish him in one blow or not at all.

MATRIX

The Geometer

4 max HP× 99 max MP1 base damage

Passive — True North: MATRIX wins the round on a line of three like anyone else — and ALSO wins outright the moment he holds all four corners. A second win condition on tiles the opponent has no natural reason to contest.

  • Rotate4 MP5-round cooldownRotate: step the eight outer tiles one place around the board — corners become edges, edges become corners, the centre holds. Tap the TOP-RIGHT tile to turn clockwise, the TOP-LEFT for anticlockwise. Marks, phantoms, overlays and buffs all travel with it (ends your turn)
  • Translate4 MP5-round cooldownTranslate: tap a tile, then a neighbouring tile to shove that whole row or column one step in that direction — whatever falls off the edge wraps around to the far side (ends your turn)
  • Vertex6 MP6-round cooldownVertex: seize the centre tile outright, converting whatever stands on it, and lock it against every ability for the rest of the round — a stalemate scroll included, where the held centre stands still and the board reels around it (ends your turn)

Facing them — Watch the corners, not just the lines. He wins outright the moment he holds all four, and the corners are tiles you have no natural reason to contest.

VECTOR

The Saboteur

4 max HP× 88 max MP1 base damage

Passive — Feedback Loop: every time the opponent spends MP on an ability, VECTOR siphons 2 MP off the cast. Their kit fuels hers — and against someone who never casts, she gets nothing.

  • Jam4 MP5-round cooldownJam: lock ONE of your opponent's three abilities for 3 rounds — they can't cast it even once its cooldown is up. Tap the ability on an ENEMY fighter's panel to pick it (never a team-mate's), then take your turn
  • Corrupt3 MP4-round cooldownCorrupt: add 2 rounds to every cooldown your opponent currently has running. If nothing of theirs is recharging, drain 3 MP instead. Then take your turn
  • Overclock6 MP7-round cooldownOverclock: clear ALL of one team-mate’s cooldowns at once — yours or your partner’s — and give them 2 MP for each one cleared (ends your turn)

Facing them — Against her, casting is never free — every ability you pay for feeds her 2 MP. Consider winning rounds on placement alone and starving her passive.

LEDGER

The Broker

4 max HP6 max MP1 base damage

Passive — Compound Interest: LEDGER banks +2 gold every round on top of the normal payout, and starts earning shop interest at half the usual pile (25 gold instead of 50).

  • Bribe8g4-round cooldownBribe: pay off one of your opponent’s marks and it walks off the board, leaving a toll on the tile — for the rest of the round EITHER of you may take that square, but it costs 1 HP to stand on. Costs GOLD, not mana, and the gold goes into your opponent’s purse. Then take your turn as normal
  • Liquidate4 MP5-round cooldownLiquidate: sell one of your OWN marks off the board for 6 gold and 2 MP, then take your turn as normal
  • Takeover6 MP+ 10g7-round cooldownHostile Takeover: seize the most valuable item out of your opponent’s satchel and file it in your own chest (ends your turn)

Facing them — She is not trying to beat you early. She is banking, and she arrives in the late game holding gear you could not afford. Close the match out before her interest compounds.

CASCADE

The Wildfire

3 max HP× 99 max MP1 base damage

Passive — Cinders: whenever one of CASCADE's marks is torn OFF the board — cleared, eaten or shoved aside — the tile it stood on catches fire for 1 round, and NEITHER player can place there. Destroying his marks costs you the ground they stood on. (A mark bribed away leaves willingly, so it starts no fire.)

  • Scorch5 MP5-round cooldownScorch: set one of your opponent’s marks alight. If it is still burning at round end they take 1 damage — win or lose. They can smother it by placing a mark directly beside it. Then take your turn
  • Wildfire6 MP6-round cooldownWildfire: pick one of your OWN marks — every opponent mark touching it, including diagonally, burns away (ends your turn)
  • Backdraft6 MP7-round cooldownBackdraft: for the rest of the round every tile your opponent plays on catches alight. Placing beside their own burning marks smothers those, but the tile they just took is always alight — at round end any still burning costs them 1 damage (ends your turn)

Facing them — If one of your marks is alight, place a mark directly beside it — up, down, left or right, never diagonally — to smother it. Fire left burning costs you 1 HP at round end, though it can never take your last one. And think before you clear his marks: the tile they stood on catches fire and locks BOTH of you out.

BUFFER

The Alchemist

4 max HP× 88 max MP1 base damage

Passive — Distillation: every tile buff BUFFER collects is DOUBLED, and tile nerfs hit her at face value instead — a -HP tile costs her 1 HP and can never take her last one. Tiles also start carrying buffs from round 1 in her matches, not round 5.

  • Transmute3 MP4-round cooldownTransmute: tap any tile buff or nerf on the board and it flips to the other — a blessing becomes a curse, a trap becomes a gift. Gold is inert and cannot be transmuted. Then take your turn
  • Seed4 MP5-round cooldownSeed: tap a buff on the board to take a sample, then tap an empty tile to grow a copy of it there — to harvest yourself, or to bait them onto (ends your turn)
  • Catalyst6 MP6-round cooldownCatalyst: drink the board dry — every tile buff on the board, wherever it sits, is collected at once. Nerfs included, so clear your own traps first (ends your turn)

Facing them — She farms the layer of the board nobody else plays on. Every buff you leave standing is worth double to her, so take the tiles you would normally ignore — or invert them with a nerf she has to eat.

ENTROPY

The Gambler

4 max HP× 77 max MP1 base damage

Passive — Loaded Dice: at the start of every round ENTROPY flips. HEADS and his abilities cost half this round (rounded up); TAILS and he swings for +1 DMG. He always gets one or the other — never nothing, never both.

  • Wild Card4 MP5-round cooldownWild Card: draw a RANDOM ability from the enemy you name. It sits in this slot at HALF mana and HALF cooldown, castable this turn or any turn until the round ends (keeps your turn)
  • All In5 MP6-round cooldownAll In: shove every point of MP you have left across the table. For each 2 MP spent, one of your opponent’s marks is destroyed at random (ends your turn)
  • Double/Nothing4 MP5-round cooldownDouble or Nothing: flip for it. Heads restores 2 HP and 4 MP; tails costs you 1 HP. Then take your turn either way

Facing them — Check which face his coin landed on before you commit to a round. Heads halves his whole kit's cost; tails sharpens his damage. He is never simply unlucky.

FIREWALL

The Armourer

5 max HP6 max MP1 base damage

Passive — Tempered: FIREWALL's satchel has a 4th socket nobody else gets, and his worn armour mends 1 durability at the start of every round — the only self-repair in the game that doesn't need an armour tile.

  • Plate3 MP4-round cooldownPlate: bolt on 2 armour for THIS ROUND — a sacrificial layer that is spent BEFORE your worn gear takes any wear, so it protects the durability underneath it too. Capped by your current HP, and whatever is left of it is gone at round end. Then take your turn as normal
  • Recoil5 MP5-round cooldownRecoil: brace the plating. The next round you LOSE, every point of damage your armour soaks is dealt straight back to your opponent — armour and all. It stays armed until that round comes. Then take your turn as normal
  • Mass Produce6 MP7-round cooldownMass Production: run off a second copy of the most valuable non-legendary item in your satchel and file it in your storage chest (ends your turn)

Facing them — Beating on his armour is how he hurts you: while Recoil is armed, every point his plating soaks comes straight back at you, so a round you win by grinding through his gear can cost you more than losing it. Take rounds outright, or wait out the recoil.

MUTEX

The Gaoler

5 max HP× 77 max MP1 base damage

Passive — Perimeter: MUTEX's marks on the four CORNER tiles can never be swapped, cleared, eaten, overlaid, inverted or shoved. Not for a round — for the whole match. A corner he takes is a corner that is finished.

  • Lockdown4 MP5-round cooldownLockdown: seal one empty tile shut — any tile except the CENTRE. For 3 rounds NEITHER player may place there — you included — and the seal outlives the round like a fire does (ends your turn)
  • Cordon6 MP6-round cooldownCordon: needs at least TWO enemy marks already on the board. Tap a tile, then a neighbouring tile, to rope off that whole row or column. For the rest of the round only YOU may place inside it — but every stalemate reel cuts one tile of the rope loose at random, so a jammed board grinds it open (ends your turn)
  • Shackle5 MP5-round cooldownShackle: for 2 rounds your opponent may only place NEXT TO their own last mark, touching corners included. If nothing beside it is open the leash slips for that turn — it can strangle them, but it can never stalemate the board. Then take your turn as normal

Facing them — Take the corners early or concede them for the match — once one of his marks is on a corner, nothing in the game can move it. And keep your marks spread: while Shackle is on you, you may only place beside your own last mark, so a tight cluster is a cell you built yourself.

SPOOF

The Charlatan

3 max HP× 99 max MP1 base damage

Passive — False Face: the FIRST mark SPOOF places each round shows up on your opponent's board wearing THEIR colours. It is a real mark and it wins lines like any other — it just has the wrong name on it. She always sees the truth. Any ability touching the tile drops the disguise, as does the end of the round.

  • Sleight3 MP4-round cooldownSleight: pick any two marks on the board — yours, theirs, one of each — and they trade places. It takes nothing off the board and puts nothing new on it (ends your turn)
  • Bait4 MP5-round cooldownBait: set a trap on your own marks. For the rest of the round, the next opponent ability that targets one of them FIZZLES — they pay the mana, they take the cooldown, and nothing happens. Then take your turn as normal
  • Vanish6 MP6-round cooldownVanishing Act: pull every one of your marks off the board at once, then put the same number back down anywhere you like, one at a time (ends your turn)

Facing them — Count your own marks. Once a round, one of the marks on your board with your symbol on it is hers, and it wins lines for her — so a row you think you have finished may not be yours at all. Any ability you spend on that tile strips the disguise, which is often worth the mana on its own.

PARITY

The Arbiter

5 max HP× 88 max MP1 base damage

Passive — Equilibrium: a DRAW is a win for PARITY. She banks 6 gold and 4 MP from a stalemate instead of the usual 3 and 2, takes no burn damage on a drawn round, and the sudden-death -HP flood that normally punishes back-to-back draws never spawns in her matches.

  • Impasse4 MP5-round cooldownImpasse: nobody may complete a line this round until BOTH players have placed 4 marks. It binds you exactly as hard as it binds them. Then take your turn as normal
  • Nullify5 MP7-round cooldownNullify: call the round off. It ends immediately as a DRAW — no damage, no winner, and both of you collect the stalemate payout (ends your turn)
  • Balance4 MP6-round cooldownBalance the Books: both fighters end up on the LOWER of the two HP totals and the HIGHER of the two MP totals. It hands them mana to drag them down to your health (ends your turn)

Facing them — Never let a round drift. Every stalemate pays her double what it pays you, and the -HP flood that normally forces a decision does not spawn against her — so a slow board is one she is already winning. Take rounds early and decisively, before Impasse can shut the win condition off.

CACHE

The Conduit

3 max HP× 1212 max MP1 base damage

Passive — Wellspring: CACHE draws 2 MP at the start of every round on top of every other source — and every point of damage he takes burns 2 MP off him. The deepest pool on the roster, wired to the thinnest body.

  • Channel2 MP3-round cooldownChannel: trade one resource for the other. Tap the TOP-LEFT tile to burn 4 MP for 1 HP, or the TOP-RIGHT to burn 1 HP for 4 MP. Then take your turn as normal
  • Surge4 MP5-round cooldownSurge: prime the conduit. Your NEXT ability this round costs no mana at all and goes on no cooldown. Then take your turn as normal
  • Overload8 MP7-round cooldownOverload: dump every point of mana you have left through the conduit at once. Deal 1 damage per 4 MP spent, up to 3, RIGHT NOW — no line, no round result, just damage (ends your turn)

Facing them — Hit him. His mana pool is his real health bar, and every point of damage burns twice that much off it — so chip damage you would normally skip is disarming him. At three hit points he cannot afford a single bad round, and an Overload he could not pay for is an Overload that never comes.

ORACLE

The Seer

4 max HP× 1010 max MP1 base damage

Passive — Foresight: nothing stays hidden from ORACLE. She sees through NULL's Cloak and SPOOF's False Face as if neither were cast. On top of that, the first time each round her opponent spends mana on an ability, she draws 1 MP — she is paid for watching them commit.

  • Scry5 MP4-round cooldownScry: secretly name one empty tile — they can't see which. If their NEXT placement lands on it, the mark is yours the instant it touches down. If they play anywhere else, nothing happens and the reading is spent. Then take your turn as normal
  • Third Eye5 MP5-round cooldownThird Eye: mark one empty tile as doomed, in the open. For the rest of the round no winning line your OPPONENT completes through that tile counts for anything — yours still do. Then take your turn as normal
  • Prophecy7 MP6-round cooldownProphecy: tap two tiles to declare one of the eight winning lines out loud. Win this round on EXACTLY that line and the blow lands for +2 damage and refunds 4 MP. End the round any other way — a different line, a loss, a draw — and you take 1 damage for being wrong. Then take your turn as normal

Facing them — She is reading you, not the board. A Scry you cannot see is sitting on one empty tile waiting for you to walk into it, so vary where you play and do not take the obvious square twice running. Her Prophecy cuts both ways though — once she has named a line, denying exactly that line costs her a hit point for nothing.

HEAP

The Revenant

5 max HP4 max MP2 base damage

Passive — Blood Price: when HEAP can't cover a cast with mana he pays the shortfall in BLOOD — 1 HP for every 3 MP he's missing, never down to his last point. And every point of damage he takes feeds him 1 MP. Hurting him is how you charge him.

  • Grave Mark4 MP6-round cooldownGrave Mark: pay a hit point and bury a mark that counts DOUBLE. Any line running through it needs only two of your marks instead of three — but the third tile still has to be free of theirs (ends your turn)
  • Exhume3 MP4-round cooldownExhume: drag one of your own marks back out of the ground — any mark of yours destroyed earlier this round returns to the tile it died on, if that tile is still free. Then take your turn as normal
  • Necrosis5 MP6-round cooldownNecrosis: cut two hit points out of yourself for +1 DMG — PERMANENTLY, for the rest of the match. It never wears off and it never stops stacking (ends your turn)

Facing them — Damage feeds him — every hit you land hands him mana — and he will happily spend his own health to keep casting, so a Heap on low health is a Heap who chose that. Watch for the Grave Mark: a line through it needs only one more of his marks, so block it as if two of the three squares were already gone. And do not bother destroying his marks, because Exhume simply digs them back up.

BURST

The Duelist

3 max HP6 max MP3 base damage

Passive — First Blood: BURST is on a clock of his own making. Win a round in 4 to 5 placements and the damage is DOUBLED — but let a round run past 5 of his placements and his damage collapses to 1 for that round. In TEAM MODE the count is his SIDE's placements, not his own. Fastest kill on the roster, or no kill at all.

  • Lunge3 MP4-round cooldownLunge: place a mark, then LEAP one tile past it — two steps in a straight line, orthogonal or diagonal, over whatever sits between. Two squares developed in a single turn, and both count as placements against your First Blood clock (ends your turn)
  • Disarm4 MP5-round cooldownDisarm: break a point of your opponent’s armour off them for good, and swing for +1 DMG for the rest of this round. Then take your turn as normal
  • Duel6 MP7-round cooldownDuel: raise the stakes for BOTH of you. Whoever wins this round deals DOUBLE damage, and if it ends in a draw you each lose 1 HP. The only ability in the game that changes what a round is worth (ends your turn)

Facing them — Slow him down and he beats himself. His damage doubles if he closes a round inside three placements and collapses to 1 if the round runs past five, so every turn you make him spend is damage taken off his own attack. Block, stall, and take the round late — a Burst who has to grind is barely a fighter.

ROLLBACK

The Latecomer

4 max HP× 99 max MP1 base damage

Passive — Out of Step: ROLLBACK keeps his own time. Turn-timer pressure slides off him — NULL's Timelapse and the late-game clock cut both leave his turn at full length — and every whole round he casts nothing, he banks 2 MP onto his maximum, up to +4. Patience is a resource for him.

  • Rewind5 MP6-round cooldownRewind: take back the last two marks placed on this board — theirs AND yours. The board returns to where it stood two moves ago. Then take your turn as normal
  • Stasis5 MP6-round cooldownStasis: freeze one mark on the board, either side's. It does not clear with the round — when the next board is dealt it is still standing on it, the only mark in the game that outlives its own round (ends your turn)
  • Skip7 MP7-round cooldownSkip: their next turn simply doesn't happen. You place, they lose the turn, and you place again — the only way in the game to move twice in a row without paying for a second placement (ends your turn)

Facing them — Rushing him does nothing — the turn clock you rely on to hurry people simply does not apply to him, and every round he sits out he is quietly gaining mana. Watch for a frozen mark: it is still on the board when the next round is dealt, so he can start a round already holding a square. Make him spend, early and often.

SHARD

The Splinter

3 max HP× 77 max MP2 base damage

Passive — Backscatter: SHARD is made of edges. The FIRST time each round she loses health, whoever dealt it takes 1 straight back — armour, shields and range are no answer to it, because it is not an attack, it is what happens to anyone who breaks her. Once a round only: opening her up costs you, but grinding her down still works.

  • Caltrops2 MP3-round cooldownCaltrops: scatter one empty tile with splinters. For 1 round your opponent cannot place there — but YOU still can, and the board still counts it as open, so it will not hand anyone a stalemate (ends your turn)
  • Riposte3 MP4-round cooldownRiposte: brace for the counter. If you LOSE this round, whoever won it takes 1 damage for the trouble — the only ability in the game that pays out when you lose. Nothing happens if you win (ends your turn)
  • Shatterpoint5 MP6-round cooldownShatterpoint: pick one enemy mark and break it. Every OTHER enemy mark touching it edge-on goes with it — up to four more off the board in one cast. Their own clusters are what make it hurt (ends your turn)

Facing them — Three hit points, and she wants you to spend them one at a time. The counter is to open her up ONCE and finish it — Backscatter only bounces the first hit of each round, so a round where you hit her twice costs you exactly as much as a round where you hit her once. Do not poke. And keep your marks apart: Shatterpoint takes a whole cluster off the board in one cast, so the tidy block of three you were building is the thing it is priced for.

QUORUM

The Whip

5 max HP5 max MP2 base damage

Passive — Majority Rule: QUORUM counts the floor. While her side holds MORE marks on the board than the opposition she swings for +1 — strictly more, so a level board pays nothing and an empty one never does. Every round opens with her behind, and every mark she puts down is also a vote. In TEAM MODE it is the SIDE's marks that are counted, not her own.

  • Pledge3 MP4-round cooldownPledge: call one empty tile. If it is still empty when your next turn opens it becomes your mark for FREE, before you place — two marks off one turn. Your opponent can see it, and taking the tile first is how they break it (ends your turn)
  • Recount5 MP6-round cooldownRecount: call the vote. Every enemy mark touching TWO or more of your marks edge-on changes sides at once. On a crowded board it can turn the whole thing over; on an empty one it does nothing at all (ends your turn)
  • Filibuster4 MP5-round cooldownFilibuster: hold the floor. Your opponent casts NOTHING on their next turn — every ability they own is shut, and no cooldown of theirs ticks down while they wait. They may still place a mark (ends your turn)

Facing them — Count with her. She is only +1 damage while her side is actually AHEAD on marks, so the fight is over the count, not the line — trading a mark for a mark keeps her level and keeps the bonus off. Take the tile she Pledges before her next turn opens and the cast is wasted outright. Above all do not crowd her: every mark you place touching two of hers is a mark Recount takes from you.

TORRENT

The Outlaw

4 max HP× 77 max MP2 base damage

Passive — Levelling: TORRENT robs the rich to pay the poor, and prices himself the same way. While his side is BEHIND on hit points every ability costs 1 MP less; while it is AHEAD every ability costs 1 more, never under 1. Level is level and pays the listed price. Beat him down and he only gets cheaper — the safest way to fight him is to stay exactly even, which is not a thing anyone can plan.

  • Longshot3 MP3-round cooldownLongshot: put a mark on ANY empty tile — over the top of every wall in the game. Sealed, roped off, splintered, leashed, none of it stops the arrow. Only a burning tile is beyond him (ends your turn)
  • Poach4 MP4-round cooldownPoach: take 2 MP off whichever opponent is holding the most and hand it to whoever on YOUR side is holding the least — which in SOLO MODE is you. Robbing the rich only works while they are rich (ends your turn)
  • Levy5 MP6-round cooldownLevy: take 1 HP from the healthiest opponent and give it to the worst-off fighter on your side. Never down to their last point — an outlaw robs them, he does not finish them (ends your turn)

Facing them — Stay level. His whole kit gets a discount the moment his side falls behind on hit points and a surcharge the moment it pulls ahead, so an even fight is the expensive one for him — the worst thing you can do is knock him down and leave him there. Walls do not work either: Longshot goes over sealed, roped-off, splintered and leashed tiles alike, so do not build a plan that depends on a square being closed to him. Only fire stops it.

BASTION

The Knight

5 max HP4 max MP2 base damage

Passive — Vigil: BASTION stands in front. Every hit against him comes down by 1, always, to a floor of 1 — no cast, no cooldown, nothing to strip. In TEAM MODE it goes further: while he still has a hit point left, a blow that would knock his PARTNER out is taken by him instead. He does not out-damage anyone. He simply does not fall over, and neither does whoever he is standing next to.

  • Gambit4 MP4-round cooldownGambit: place a mark, then place a second one a KNIGHT'S MOVE from it — two along and one across. The centre has no knight's move at all, so it can never anchor there (ends your turn)
  • Rampart3 MP3-round cooldownRampart: raise armour equal to the marks you already hold on the board, up to 3. It pays for ground you have taken rather than for mana, and it comes down at the end of the round (ends your turn)
  • Aegis5 MP6-round cooldownAegis: for the rest of the round NONE of your side's marks can be taken, removed, moved or overlaid. Everything they own that reaches for your board stops working at once (ends your turn)

Facing them — Every hit you land on him is worth one less, permanently, with nothing to strip and no cast to interrupt — so chip damage is close to worthless and big single blows are the only ones that keep their value. Do not bother removing his marks while Aegis is up; for that round nothing you own can touch them. And in TEAM MODE, killing his partner means going through him first, so take HIM down and the pair falls apart.

WAYS TO PLAY

  • Versus the computer — as SOLO MODE or TEAM MODE, where the CPU runs both of its fighters. It places its marks through the same code path you do, so turn order, win detection, buffs and damage are identical. It shops, and it casts the abilities it knows; the newest fighters’ kits are still being taught to it, so it plays those more simply than a person would.
  • Local two-player — pass one device back and forth, as SOLO MODE or TEAM MODE.
  • Campaign — climb ten rolled opponents, carrying your gold and satchel from one bout to the next and losing the lot on a defeat. A loss costs you the satchel, never your place: you pick a fighter again and take the same rung over. Runs as SOLO MODE or TEAM MODE; a team climb faces two fighters on every rung.
  • TEAM MODE — a format rather than a mode: available against the computer, on one device, up the campaign ladder and online alike. Each side controls a pair of fighters. Abilities that single out a fighter ask which one: the attacking abilities pick an opponent, and Heal picks between you and your team-mate. Sides alternate turns and each side rotates through its own fighters, so a full ring runs X1, O1, X2, O2. Every fighter keeps their own HP, MP, gold, satchel and shop. The fighter whose mark completes the winning line is the one who attacks, and they choose which opponent takes the hit. A knocked-out fighter is out for the rest of the match — their side plays on short-handed and only loses once both of its fighters are down.
  • Online — match with a stranger through the queue, or send a friend a code or QR for a direct peer-to-peer game. Both ways play SOLO MODE or TEAM MODE. In a team match each player fields a pairand runs both of their own fighters — the same two-fighter side as a local team game, with one player on each end of it rather than four people. The host chooses the format and tells the other side; on the queue you are only ever matched with someone who asked for the same one, so you never land in a match with a different number of fighters than you picked. There are no accounts and no sign-up.

The game also installs as an app from your browser and works offline against the computer.

GLOSSARY

Round
One game of tic-tac-toe. Its winner deals damage — in TEAM MODE, the fighter who completed the line, against an opponent of their choosing.
Match
The whole fight. Ends when a side has no fighters left standing — one in SOLO MODE, both in TEAM MODE — or when the match clock expires.
Armour
A buffer in front of HP, backed by the durability of worn armour pieces.
Durability
How many more hits a piece of armour can absorb before it is spent. Repaired only by +Durability tiles.
Cooldown
Rounds — not turns — before a used ability can be cast again.
Tile buff
A stat bonus sitting on a tile, collected by placing your mark there. Also called a cell buff.
Tile nerf
The negative version — the same icon with a red cross through it. Collected the same way, but it drains the stat instead of granting it.
Scroll
The slot-machine board refresh that happens instead of a stalemate ending the round.
Phantom
A Proxy mark that holds a tile without counting for a line. After six turns it hardens into a real mark; on the seventh it explodes.
Locked
A mark wearing an amber padlock — Unstoppable, Perimeter or Vertex. No opponent ability can take, remove, move or overlay it, and abilities that target marks will not even offer it.
Overlay
A tile stamped by both players. It counts for each of them.
Forging
Fusing 3 copies of an item into a legendary upgrade.
Salvage
Melting an unwanted item back into gold.
KO finisher
The cinematic knockout that plays when a single hit lands for 10 or more damage.