
Definition
Whichever Relay the opponent chooses to move during the Break, another immediate scoring opportunity remains.
Example
After scoring, your opponent may Break by moving any of three different Relays. No matter which Relay is chosen, your next move still completes another pattern.
Definition
A previously Broken pattern is rebuilt later with a different Ace.
Example
Your opponent Breaks your Diamond. Two turns later, you move a different piece and recreate the same Diamond, scoring it again.
A full board prevents the required Break. The opponent must first move one edge piece outside the board, then Break the scoring pattern, and finally take their normal turn.
Example
A Return fills the sixteenth square and completes a scoring pattern. Because every square is occupied, the opponent cannot perform the Break until first moving an edge piece outside the board.
Definition
A Return places an outside piece back onto the board, and that returning piece becomes the Ace by completing a scoring pattern. This can also create a Deadlock if the Return fills the final empty square.
Example
A Circle returns through its entry square, completes a Small Heart, becomes the Ace, and because the board is now full, the opponent must resolve a Deadlock before continuing.
Definition
A Vault move lands directly on the square needed to complete a scoring pattern.
Example
A Triangle Vaults over a piece, lands on the target square, and immediately scores a Libra.
Definition
A Relay is intentionally left as bait because whichever Relay the opponent moves during the Break enables a powerful follow-up, often through a Switch.
Example
After scoring, you expect your opponent to Break by moving the Circle-X Relay. Once it is relocated, your next move performs a Switch and scores another pattern.
Definition
After Breaking the opponent's pattern, the player immediately scores on their own normal move.
Example
You Break your opponent's pattern by relocating one Relay. On your normal move, you complete a Pyramid and score immediately.
Definition
A Triangle or Square jumps over a friendly piece to reach the exact square needed to complete a scoring pattern.
Example
A Square jumps over a friendly piece, lands behind it, and completes a Bridge.
Definition
Two consecutive scoring turns by the same player without the opponent scoring between them.
Example
You score a Cross. After the Break, your next move scores a Diamond.
Definition
Four consecutive scoring turns by the same player.
Example
A series of tactical combinations allows you to score four turns in a row before your opponent can score.
Definition
A forced tactical sequence that guarantees the seventh and winning point.
Example
Your opponent cannot stop the final scoring combination, regardless of which Relay is moved during the Break.
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