1 · Loop around rivals to TRAP them. A U-curve traps across its opening.
2 · Line to BLOCK with a wall. Walls can't be trapped.
3 · V to CHARGE. A Wedge wins every crash.
Your band takes the shape on the next count 1. Drawing again replaces it, and a quick tap slides your current shape to that spot. The ink runs out at about 5 yards per marcher, and anything outside the dashed reach circle won't form in time.
The show runs to a count. Every 8 counts is a set. If you queue nothing, your band holds.
Tap a card to queue your next formation, then tap or drag on the field to aim it.
TRAPS (loops, U-curves; cards: Box, Ring, Pincer, Gate): rival marchers inside your shape when the set ends are TRAPPED and out (up to 3 per set). The shape only works when it's fully formed.
CRASH: marchers that end a set touching an enemy are both out unless one is stronger. Wedge beats everything and Box beats normal shapes. Scatter dodges crashes, and Line can't be trapped.
Red shading is the rival's trap zone. Don't finish a set inside it.
Optional: tap TAP BEAT (or Space) on the click. A full meter makes your next shape bigger with more reach (and more ink).
⚑ FINAL STAND (3 or fewer left): the field shrinks every set and anyone outside is out. Touch range grows (the dotted halos), the bigger band wins contact, and if the bands are equal, the one nearer the center ✕ wins. Two marchers on a trap shape form a net. It lasts at most 6 sets.
Wipe out the rival, or have more marchers left at the end. Ties go to total eliminations, then to whoever holds the center.
Desktop: draw with the mouse · Cards mode: keys 1–4 · Space = beat · M = mute · the ✏️/🃏 button switches input mid-show