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The rules, free to read

How to play

Every rule for every rung, the same words as the rulebook in each kit.

The Arcade

Every game's Kids rules and Grove 18+ rules. The games teach them as you play, too.

Nudge · 7+

You never move a piece. Nudge one tower, then watch where the drops fall.

Kids rules

  1. The board is 7 columns of towers, 6 rows deep. Every tower starts 3 blocks tall. Towers can be 1 to 5 tall.
  2. Under the board are 7 answers: 3 blue, 3 orange and 1 that belongs to nobody.
  3. A drop falls one row at a time. It goes straight down, unless the tower down-left or down-right is the single tallest of the three below it. Then it goes there.
  4. Each round, both players secretly pick one tower and make it one taller or one shorter. Then both nudges happen.
  5. Then the test: a drop falls from each of the 7 questions. Every drop that lands in your colour scores you 1 point.
  6. After 8 rounds, the most points wins.

Grove 18+ rules

  1. The board is 9 columns of towers, 7 rows deep. Every tower starts 4 tall and can be 1 to 7 tall.
  2. The 9 answers are 4 blue, 4 orange and 1 that belongs to nobody.
  3. The drop rule is the same: straight down, unless the tower down-left or down-right is the single tallest of the three below.
  4. Each round, both players secretly nudge one tower by 1. Once per game, you may nudge by 2 instead: a bigger learning rate, for the moment that matters.
  5. Then a drop falls from every question. Each drop in your colour scores 1.
  6. After 12 rounds, the most points wins.
The Window · 8+

The conversation slides past a window that holds only 6 tiles. Keep what matters in view.

Kids rules

  1. The window has 6 slots. New tiles always join on the right. When a 7th tile joins, the oldest tile on the left falls out and is forgotten.
  2. Blue tiles belong to Blue, orange tiles to Orange. Grey tiles are chatter and belong to nobody.
  3. On your turn, look at the top 2 tiles of the pile and add one of them to the window. The other goes to the bottom of the pile.
  4. Before you add, you may write one summary: join two of your tiles that sit side by side into one tile. It is worth their total minus 1, and it frees a slot.
  5. After every 3 turns comes question time: each player scores the total of their own tiles in the window.
  6. Blue adds first, so Orange starts with 1 point. After 18 turns, the most points wins.

Grove 18+ rules

  1. The window has 5 slots. When a 6th tile joins, the oldest unpinned tile falls out.
  2. Tiles run from 1 to 7. There is more grey chatter in the pile.
  3. On your turn, look at the top 2 tiles and add one. Before you add, you may do one thing: write a summary (join two of your side-by-side tiles into one worth their total minus 1), or, once per game, pin one of your tiles.
  4. A pinned tile never falls out, but it still takes a slot. Pinned tiles cannot be summed.
  5. After every 3 turns comes question time: each player scores their own tiles in the window.
  6. After 18 turns, the most points wins.
Static · 7+

The board starts as noise. Flip squares toward your secret picture, and work out your rival's picture before they finish theirs.

Kids rules

  1. Each player secretly gets one of 8 pictures: Tree, House, Heart, Star, Drop, Arrow, Sun or Ladder. The two pictures are always different.
  2. The 6 × 6 board starts as random static: every square dark or light by chance.
  3. On your turn, flip 1 or 2 squares. Or, instead, guess your rival's picture.
  4. Guess right and you win. Guess wrong and your turn ends, and you can't guess on your next 2 turns.
  5. If the board matches your picture in 33 of the 36 squares at the end of a turn, you win.
  6. After 16 turns each, the player whose picture matches more squares wins.
  7. Every flip shows your rival a little of your picture. Flip with care.

Grove 18+ rules

  1. Each player secretly gets one of 12 pictures: Tree, House, Heart, Star, Drop, Arrow, Sun, Ladder, Moon, Key, Fish or Bell.
  2. The 8 × 8 board starts as random static.
  3. On your turn, flip 1, 2 or 3 squares, or guess your rival's picture. Blue's very first turn is 1 flip, because every flip gives a clue away. A wrong guess ends your turn and locks guessing for your next 2 turns.
  4. If the board matches your picture in 58 of the 64 squares at the end of a turn, you win.
  5. After 18 turns each, the closer match wins.
The Bag · 5+

You never choose your step. You choose what goes in the bag, and the bag decides who moves.

Kids rules

  1. Both pawns race along a track to space 15. Blue draws first, so Orange starts on space 2.
  2. The bag starts with 3 blue 1s, 3 orange 1s and 2 grey blanks.
  3. Each player has 3 tiles worth 2, 2 tiles worth 3, and 2 take-out tokens.
  4. On your turn, first shape the bag: put in one of your tiles, or spend a take-out token to remove any tile for good, or do nothing. The bag holds 12 tiles at most.
  5. Then draw one tile without looking. Its colour's pawn moves forward by its number (grey moves nobody). Put the tile back.
  6. When a pawn reaches 15, finish the round. The pawn furthest along wins; level is a tie.

Grove 18+ rules

  1. The race is to space 25. Blue draws first, so Orange starts on space 3. The bag holds 16 tiles at most.
  2. The bag starts with 3 blue 1s, 3 orange 1s and 2 grey blanks.
  3. Each player has 3 tiles worth 2, 2 worth 3, 1 worth 4, 2 take-out tokens and 1 poison tile.
  4. A poison tile goes into the bag in your rival's colour, marked −3. When it is drawn, your rival's pawn moves back 3. Bad data, slipped in quietly.
  5. On your turn, shape the bag once (put in a tile, put in your poison, or take one out), then draw. Put the tile back.
  6. When a pawn reaches 25, finish the round. The pawn furthest along wins; level is a tie.
Splitter · 8+

Cut a line of letters into tokens. Long tokens score; single letters score nothing. What you leave behind matters.

Kids rules

  1. A line of letters runs left to right with no spaces. Below it is the token list: the pieces this game knows.
  2. On your turn, cut one token off the front of the line. It must be a piece from the list that matches the front exactly, or a single letter.
  3. A token scores its length minus 1. THE scores 2, TOKEN scores 4, a single letter scores 0.
  4. The line gets shorter each turn. Think about what you leave at the front for your rival.
  5. A game is two lines. Blue goes first on the first line, Orange on the second. The most points wins.

Grove 18+ rules

  1. Three lines of grown-up phrases, with a bigger token list.
  2. Cut one token off the front each turn. It scores its length minus 1, and 2 more if it is 7 letters or longer.
  3. Blue goes first on line 1, Orange on line 2. On line 3, whoever is behind goes first (Orange if level).
  4. The most points after three lines wins.
The Router · 7+

Jobs arrive. Send each one to the expert who is best at it before the seats run out.

Kids rules

  1. There are 4 experts: Math, Words, Pictures and Code. Each has 3 seats each round.
  2. Each round, 6 jobs arrive. Every job has a type and is worth 1, 2 or 3 stars.
  3. Take turns. On your turn, take any waiting job and send it to an expert with a free seat.
  4. Send a job to the expert of its own type and you score double its stars. Send it anywhere else and it scores nothing, but it fills a seat.
  5. At the end of each round, the player with more jobs at an expert that holds 2 or more jobs scores 2 more points there.
  6. After 4 rounds, the most points wins. The first player changes every round.

Grove 18+ rules

  1. There are 6 experts: Math, Words, Pictures, Code, Science and Music. Each has only 2 seats a round.
  2. Each round, 8 jobs arrive, worth 1 to 3 stars. Some jobs show two types: either of those experts can do them.
  3. Send a job to a matching expert and you score double its stars. Anywhere else scores nothing but fills a seat.
  4. At the end of each round, if you hold both seats at an expert, you score 3 more there.
  5. After 6 rounds, the most points wins. The first player changes every round.
Lantern · 6+

Cross a dark board of face-down facts. Step blind, or spend lantern oil to check a tile first. Fibs cost you.

Kids rules

  1. The board is 5 tiles wide and 7 rows long, all face down. Most tiles are facts worth 1, 2 or 3 points. 8 are fibs worth minus 3. 3 are oil.
  2. Blue starts below column 2 and Orange below column 4. Each turn you step one row forward: straight ahead or diagonally.
  3. Before you step, you may spend 1 oil to check one of the tiles you could step onto. Turn it face up for everyone to see.
  4. When you step onto a face-down tile, turn it over and take it: add a fact's points, lose 3 for a fib, or gain 1 oil.
  5. A tile already taken is empty. Both players may stand on the same tile.
  6. After 7 steps both players are across. The most points wins; a tie goes to whoever has more oil left.

Grove 18+ rules

  1. The board is 7 tiles wide and 9 rows long, face down: 17 fibs worth minus 4, facts worth 1 to 4, and 6 oil.
  2. Blue starts below column 3 and Orange below column 5. Step one row forward each turn, straight or diagonal.
  3. Before you step, you may spend 1 oil to check one tile you could step onto.
  4. Take what you step on: a fact's points, minus 4 for a fib, or 1 oil.
  5. After 9 steps each, the most points wins; a tie goes to whoever has more oil.
Heat · 6+

One shared dial sets how random every move is. Turn it down to land on stars, or up to shake things when you're behind.

Kids rules

  1. Race along a track of 30 spaces. Stars sit on spaces 4, 8, 12, 17, 21 and 25.
  2. Each player has their own deck of cards numbered 1 to 6, twice, and holds 3 cards.
  3. The heat dial goes from 0 to 3 and starts at 1. Both players share it.
  4. On your turn, you may turn the dial up or down by one. Then play a card. Roll the heat die: at heat 0 you move exactly the card. At heat 2 you move the card plus or minus up to 2.
  5. Land exactly on a star you haven't collected and you collect it. Draw back up to 3 cards.
  6. When anyone reaches space 30, finish the round. Reaching 30 is worth a star. The most stars wins; a tie goes to whoever is further along, and if that's level too, to Orange, who moved second.

Grove 18+ rules

  1. Race along 40 spaces. Stars sit on 4, 9, 13, 17, 22, 26, 30, 34 and 37.
  2. Each player has their own deck of cards 1 to 8, twice, and holds 4.
  3. The shared heat dial goes from 0 to 5 and starts at 2. Turn it by one, then play a card: you move the card plus or minus up to the heat.
  4. Land exactly on a star you haven't collected to collect it. Reaching 40 is worth a star; finish the round, and the most stars wins.
The Echo · 7+

After every move, the most common colour copies itself onto the board. Complete lines with every colour before the echo takes over.

Kids rules

  1. The board is 5 × 5 and starts empty. There are 4 colours: red, green, blue and yellow.
  2. On your turn, place a tile of any colour on any empty square.
  3. If your tile fills a row or a column, score it: 2 points if the line holds all 4 colours, 1 point if it holds exactly 3.
  4. Then the Echo moves: the colour with the most tiles on the board copies itself onto the empty square that touches the most tiles of that colour. Ties go to the first square in reading order. If colours tie for most, the Echo waits.
  5. Lines the Echo fills score for nobody.
  6. Blue goes first, so Orange starts with 1 point and wins a tie. When the board is full, the most points wins.

Grove 18+ rules

  1. The board is 6 × 6. It starts with 3 tiles already down, red, green and blue, on random squares. There are 5 colours: red, green, blue, yellow and purple.
  2. Place a tile of any colour on any empty square. If it fills a row or column, score it: 2 points if the line holds all 5 colours, 1 point if it holds exactly 4.
  3. Then the Echo copies the most common colour onto the empty square touching the most tiles of that colour. If colours tie for most, it waits. Lines the Echo fills score for nobody.
  4. Blue goes first; Orange wins a tie.
Thumbs · 7+

The judge has a secret rule and only ever says thumbs up or thumbs down. Build answers until you can name the rule.

Kids rules

  1. The judge secretly picks one of 32 rule cards. Both players race to find the same rule. Everyone can read all 32 cards.
  2. An answer is a row of 3 tiles. Each tile is red, blue or green, and shows 1, 2 or 3.
  3. Each player has their own wall, hidden from the other. Both walls start with the same two answers: one the judge liked and one it didn't.
  4. Show the judge an answer and it gets a thumbs up if it follows the rule, a thumbs down if not. Your answers stay on your own wall.
  5. Both players choose at the same time, in secret: show the judge an answer, or name the rule. Then the round is revealed together, so nobody gets to go first.
  6. Name the rule right and you win; if you both do, you share the win. Name it wrong and that rule is crossed out, and you sit out the next round.
  7. Playing alone? Find the rule in as few answers as you can.

Grove 18+ rules

  1. The judge secretly picks one of 40 rule cards. Some cards join two ideas: 'a yellow tile and a 1', 'a red tile or a 4'.
  2. An answer is a row of 4 tiles. Each tile is red, blue, green or yellow and shows 1 to 4.
  3. Both walls start with the same two answers, one liked and one not. Each round, both players secretly show an answer or name the rule.
  4. Name it right and you win; both right is a shared win. Name it wrong and that card is crossed out, and you sit out a round.
The Chain · 8+

Each step has to follow from the last one. Peek at a tile, say what it is, and maybe bluff. Check your rival's last step, or let it carry on.

Kids rules

  1. The board is 6 × 6 face-down tiles numbered 1 to 6. The chain starts on the middle tile, face up.
  2. On your turn, add one step. Look in secret at the face-down tiles next to the end of the chain (up, down, left or right), then pick one to step onto.
  3. Then say its number. It must be one more or one less than the number said for the end of the chain. If the tile really is that number, you told the truth. If not, you bluffed.
  4. Every step scores you 1 point.
  5. Before your step, you may check your rival's last step: turn it face up. A bluff costs the bluffer 3 points and the step is removed. A true step costs you, the checker, 1 point.
  6. Only the last step can be checked. Older steps stay as they were said, true or not.
  7. If you can't step, the game ends. After 12 turns each, the most points wins. Blue had to step first, so Blue wins a tie.

Grove 18+ rules

  1. The board is 8 × 8 face-down tiles numbered 1 to 9. The chain starts face up near the middle.
  2. Each step's number must be one more, one less, double, or half the number said before it.
  3. Look in secret at the tiles next to the end of the chain, step onto one, and say a number. Every step scores 1.
  4. Before stepping, you may check either of your rival's last two steps. A bluff costs the bluffer 3 and the chain is cut back to just before it. A true step costs the checker 1.
  5. After 16 turns each, the most points wins.
Shrink · 8+

The board loses its outer ring, twice. Tiles squeeze inward and merge: the bigger one wins and grows by 1, and the details are lost.

Kids rules

  1. The board starts 6 × 6 and empty.
  2. Each round, both players secretly choose a move, then both happen together: place a new tile worth 1 on an empty square, or grow one of your tiles by 1 (up to 5). If you both place on the same square, neither tile goes down.
  3. After every 4 rounds, the board shrinks: the outer ring is removed and each of its tiles moves one square inward.
  4. When a moving tile lands on an empty square, it just moves. When it lands on another tile, they merge: the merged tile is worth the bigger value plus 1 (up to 9) and belongs to the owner of the bigger one. A tie keeps the inside tile's owner.
  5. Tiles move in reading order, so a square can be merged into more than once.
  6. After each shrink, bank the total of your tiles still on the board. After the second shrink the board is 2 × 2 and the game ends. The most banked points wins.

Grove 18+ rules

  1. The board starts 8 × 8. Each round both players secretly place a 1 on an empty square or grow one of their tiles by 1, up to 7.
  2. After every 4 rounds the outer ring is removed and its tiles move one square inward, merging into the bigger value plus 1, up to 12.
  3. After each shrink, bank your tiles' total. After the third shrink the board is 2 × 2 and the game ends. The most banked points wins.
Map of Meaning · 6+

Every word has a home on the map, and words that mean similar things live close together. Guess where each new word belongs.

Kids rules

  1. The map is 9 × 9. Each of its 81 squares is the home of one word, and the map is laid out by meaning: animals in one corner, food in another, ways to travel, feelings, and the weather and nature through the middle.
  2. The game starts with 10 words already on the map.
  3. Each round, a new word is called out. Every player secretly picks the square where they think it lives.
  4. Then the word goes to its real home. Exactly right scores 3. One square away (even corner to corner) scores 2. Two squares away scores 1.
  5. Every word that lands is a new clue for the next one. After 10 words, the most points wins.
  6. Playing alone? Score as many of the 30 points as you can.

Grove 18+ rules

  1. The 9 × 9 map holds 81 grown-up words: money, science, law and government, finer feelings, time along the middle row, and ideas down the middle column.
  2. The game starts with 8 words on the map. Each round a new word is called and every player secretly picks its home.
  3. Exactly right scores 3, one square away scores 2, two away scores 1. After 12 words, the most points wins.
The Stumper · 5+

Sixteen subjects, eight levels, and it climbs with you. Three right in a row and it gets harder. How high can you get before it stumps you?

Kids rules

  1. A run is 12 questions. Pick one subject, or Mixed for all 16.
  2. Three right in a row and the next question is one level harder. Two wrong in a row and it eases off one level. There are 8 levels: Sprout 1–2, Sapling 3–4, Branch 5–6 and Grove 7–8.
  3. A right answer scores 10 points for each level of the question, plus a streak bonus of 5 for every right answer in a row after the second.
  4. Stuck? Take a hint: it crosses out two wrong answers and may show a tip, but the question is then worth half.
  5. After every answer, read the why. Questions that stumped you go into your Stumped pile to try again later.

Grove 18+ rules

  1. Grove runs start at level 6 and are scored the same way. Reach Grove 8 and stay there to top the board.

Token Trail

Build AI helpers, earn tokens, and learn what makes AI cost what it costs. 2 to 4 players.

Sprout ages 5–8

Goal. Be the first to get helpers in 5 colors (with 2 players) or 4 colors (with 3 or 4 players).

Set up

  • Everyone puts their pawn on Boot Up.
  • The youngest player goes first and takes 4 tokens. The next player takes 5, the next 6, the next 7.
  • Shuffle the Sprout Spark cards (the ones with pictures) and put them face down.

On your turn

  • Roll the die and hop that many spaces, going the way the arrows point.
  • Pass or land on Boot Up: take 3 tokens.
  • Land on a room nobody has: you may pay its cost (count the dots: 1, 2 or 3 tokens) and take that room's helper card.
  • Land on a room someone has: give them 1 token to borrow their helper.
  • Land on Spark: take the top card, do what it says, and put it at the bottom.
  • The Cache: take 1 token.
  • The Check: roll again. An even number: take 1 token. Odd: nothing this time.
  • Context Full: too much talking! Take a nap and skip your next turn.

The end

  • When someone has their colors, finish the round so everyone has the same number of turns.
  • If more than one player has the colors, the one with more tokens wins. Still tied? You share the win.
  • If every room is taken first, finish the round. The most colors wins, then the most tokens.

Sapling ages 8–12

Goal. Be worth the most when the game ends: your tokens, plus the price of every room you own, plus every agent you built.

Set up

  • Everyone puts their pawn on Boot Up.
  • The first player takes 24 tokens. The next takes 26, then 28, then 30.
  • Shuffle the Sapling Spark deck and put it face down.

On your turn

  • Before you roll, you may build agents (see Agents).
  • Roll and move.
  • Pass or land on Boot Up: collect 6 tokens.
  • A room nobody owns: you may buy it for its price.
  • A room someone owns: pay them the hire fee on its card. If they own both rooms of that color and have built no agents there, the fee is doubled.
  • Spark: read the card out loud and do it. A Keep card stays with you until you use it.
  • The Cache: your work is saved. Rest here.
  • The Check: roll. 1 or 2: your helper made a mistake, pay 2. 3 to 6: all correct, collect 2. A kept Check card skips the roll and collects 2.
  • Context Full: pay 2 tokens to write a summary and keep going, or nap and skip your next turn. A kept Context card lets you keep going free.
  • After you move, you may build agents again, then your turn ends.

Agents

  • Own both rooms of one color and you may build agents on them, up to 3 per room.
  • Each agent costs the agent price on the room card.
  • Agents raise the hire fee a lot: the card shows the fee with 1, 2 and 3 agents.

The end

  • When anyone passes Boot Up for the 4th time, finish that round.
  • If you have to pay more than you have, pay everything you have. The game ends at the end of that round.
  • Everyone counts: tokens + the price of each room you own + the agent price for each agent you built. Most wins. A tie is shared.

Branch ages 12–17

Goal. The Sapling goal, with a meter that charges you for long chats. Be worth the most when the game ends.

Set up

  • Set up as in Sapling, but the first player takes 26 tokens, then 28, 30 and 32.
  • Everyone takes a meter strip and puts a paper clip on 0.
  • Add the 4 Branch cards to the Sapling Spark deck and take out the Keep card for Context Full.

On your turn

  • Play Sapling's turn, with these changes.
  • Start of your turn: pay for your chat. Meter 0 to 7: free. 8 to 13: 1 token. 14 to 19: 2 tokens. (The AI re-reads the whole chat every time, so long chats cost more each turn.)
  • Start fresh: before you roll, you may pay 2 tokens to move your meter back to 0.
  • Every time you roll and move, your meter goes up 1.
  • The Cache: your meter goes down 5, and your next turn's chat costs nothing. (Saved work is cheap to read again.)
  • Context Full, or your meter reaching 20: your chat is summed up. Move your meter to 4 and throw away any Keep cards. (A summary is cheaper, but details are lost.) There is no nap in Branch.

The end

  • Branch ends and scores the same way as Sapling.

Xerty Board

A chess-style battle between AI agents. Each piece is a unit from Xerty, the Grove Wars arena. 2 players.

Every Xerty game

  • Grove (blue) sits at the bottom and goes first. Ember (orange) sits at the top. Take turns going first from game to game.
  • On your turn, move one piece.
  • To capture, move onto an enemy piece and take it off the board.
  • Win by capturing the enemy Core.

Sprout ages 5–8

Goal. Capture the enemy Core, or get any Trooper all the way to the enemy's back row.

Set up

  • Use the small 5 × 5 board.
  • Each side: the Core in the middle of the back row, 4 Troopers beside it, and 5 Troopers in the row in front.

On your turn

  • Every piece moves one square, any way: forward, back, sideways or corner to corner.
  • Move onto an enemy piece to capture it.

The end

  • The game ends when a Core is captured or a Trooper reaches the far back row.
  • If 20 turns each go by with no capture, count your pieces. More pieces wins.

Sapling ages 8–12

Goal. Capture the enemy Core.

Set up

  • Use the 8 × 8 board.
  • Back row, left to right: Seer, Skiff, Bulwark, Mender, Core, Bulwark, Skiff, Seer.
  • Second row: 8 Troopers.

On your turn

  • Move one piece the way it moves (see the Piece guide).
  • Capture by moving onto an enemy piece.
  • A Bulwark takes two hits. The first hit cracks it: flip it to its cracked side, and the attacker stays where it was. The second hit captures it.
  • A Trooper that reaches the far row becomes a Seer.
  • A Mender may, instead of moving, mend a cracked Bulwark next to it, or bring back one of your lost Troopers onto an empty square next to it. Each Mender can bring back 2 Troopers a game.

The end

  • Capture the enemy Core to win. If a player has no move at all, they lose.
  • If 30 turns each go by with no capture, count points: Trooper 1, Skiff 3, Mender 3, Seer 4, Bulwark 5 (cracked 3). More points wins; equal is a draw.

Branch ages 12–17

Goal. Capture the enemy Core with a squad you bought, following the orders you wrote.

Set up

  • Each player has 100 points to buy up to 6 pieces: Trooper 15, Skiff 14, Seer 20, Mender 16, Bulwark 30. The Core is free. These are the same prices as the grown-up Xerty arena.
  • Put your Core in the middle of your back row. Troopers and Skiffs go in the row in front of it, the others on the back row beside the Core.
  • Each player secretly picks 3 Order cards. Show them at the same time.

On your turn

  • At the start of your turn, read your orders. If any order can be followed, you must follow one of them (you pick which).
  • If none of your orders can be followed, move any piece you like.
  • Everything else is the same as Sapling.

The end

  • The same as Sapling.
  • After the game, talk about it: which order helped you, and which one trapped you?

Grove Wars · 18 and up

The grown-up game: real tokens, real agents, real rankings. Not open yet.

  1. Pick your war. The Token War ranks who uses AI the most, counted in tokens. The Agent War ranks who has the most AI agents at work. Xerty is the arena, where AI agents fight by the doctrine you write.
  2. Get a seat. Buy THE TOKEN COUNTER CARD or THE AGENT COUNTER CARD. Each card opens its war and the Xerty arena. On the Join page, enter your order number and email, pick a board name and agree to the terms: your totals are public, only totals per day ever leave your computer, and you can leave and delete everything at any time.
  3. Count. Install the card in Claude Code and ask it how many tokens you have used, or run its board command (for example, since January 1). It writes one small entry file with your totals per day. Upload that file on the Join page. Organizations can connect an Admin API key instead, and the app reads usage every day.
  4. Climb the boards. The Token War ranks effective tokens: a cache read counts a tenth, a cache write twice, and output five times. Pick a season: since January 1, a month, or all time. A day counted by both the card and a key counts once, the larger. You can add up to three declared lines of your own: they show on your row but never change your place.
  5. Run your agents. The Agent War counts agents run, working hours and the most at once. The Built ranking shows the agents you have made, each with where it was counted.
  6. Fight in Xerty. Write a doctrine: a squad worth up to 100 points (up to 6 units), a formation, and up to 16 rules, each made of who, if and do. Fight the ladder or the Swarm. Every bout can be replayed move by move.
  7. Play fair. Every entry carries a check number, and a changed entry is refused. Prompts, file names and the words of your sessions never leave your computer.

Words to know

The real words people use about AI at work. Every one is in the games.

AI helper (agent)
A computer program that does a job for you when you ask it.
Token
A small piece of words. AI reads and writes in tokens, and every token it reads or writes costs a little.
Prompt
What you ask the AI to do. A clear prompt gets better work.
Context
Everything in the conversation so far. The AI re-reads all of it every time it answers.
Cache
Work the computer has saved, so reading it again costs much less.
Summary (compaction)
When a conversation gets too long, it is shortened to a summary. It is cheaper, but some details are lost.
Check your facts
AI can be wrong or make things up. Good users check before they trust.
Orders (doctrine)
Written instructions an agent follows exactly, even when they are a bad idea.
Budget
How much you can spend. Choosing what to spend on is the strategy.