ONE SHOT AT A TIME
Aim with the mouse — or A/D — and click or press SPACE to fire a pulse. It runs at a constant speed and reflects off the two side walls, the far wall and any block in the field. The dotted line shows the first two bounces; everything after that is on you.
CHARGES
A pulse starts with a handful of charges. Every bounce spends one — a pop spends none. Line up a shot that kills three nodes and it never slows down. When the last charge goes, the pulse stops dead and settles where it stands.
SETTLING
A settled pulse swells until it is wedged against the walls, the blocks or its neighbours — shoving them aside as it grows. The bigger it got, the more rings it has and the more hits it takes to kill. Land one in open space and you have built yourself a four-ring problem.
THE CLEAN RETURN
A pulse that crosses back over the line before its charges run out is gone for good: +60 and nothing added to the field. The best shots kill on the way out and come home on the way back.