Drag (or click, then click a space) to play a card. A card exerts 2 influence on the space it's played on, plus its 8 compass values (N/NE/E/SE/S/SW/W/NW) onto whichever connected spaces sit in those directions. A space needs 6+ influence from one player to be captured. Each space also has a rolled resonance (+2 for a matching element) and discordance (-2 for a matching element), shown above it — this applies wherever a card's influence lands, including splash. You can't play on an opponent's card or on a space they've captured — but directional influence can still capture it out from under them. Yellow's hand (one card per turn you'll get, plus one) is dealt automatically at random from a shuffled deck. Red drafts theirs by hand instead, once the board — and its rolled resonance/discordance — is already on screen: pick that many cards from your own shuffled pool to make your face-up hand, and whatever's left becomes your face-down pile. Neither player reshuffles once the game starts. On your turn, play a card from your hand, or gamble on your face-down pile for a blind draw instead — you won't know what it is until it lands on the board. Playing from hand refills that slot from your own deck; a blind draw doesn't. Playing a card ends your turn. Each player gets half the board's spaces (rounded down) plus one turn; whoever has the most captured spaces when that runs out wins. Select or drag a card (or the pile) over a space to preview its impact — ghost numbers show the influence it'd add everywhere it reaches (a blind draw only shows "?", since you don't know it either), and flag any space that would flip capture.