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Players compete on an abstract 3-dimensional battlefield. The goal is simple: control the largest area at the end of the game!

But to do that, you'll need to solve a thinky 3D puzzle, placing your blocks along 3D paths that climb up and down surfaces and over other players' blocks.

Build on top of your opponents to take control of their areas, and plant your flag to protect areas where you want to build - but try not to get blocked yourself!


Components

  • 1 Large Central Cube
  • 88 Connectable Blocks
  • 4 Player Color Cards
  • 4 Player Flags
  • Instructions

Setup

  1. Place the Central Cube on the table, within reach of all players.



  2. Each player chooses a color and takes the 22 blocks and flag in their color.



  3. Each player connects 1 of their blocks to the Central Cube in the starting positions shown. Each starting block should be adjacent to the table surface.



  4. Each player connects their flag to their starting block as shown.



  5. The player who suggested playing CTRL takes the first turn.


Overview

Over the course of the game, each of you will build a 3-dimensional Domain by strategically placing your colored blocks. Your goal is to have the largest Domain at the end of the game.

The game ends after each player has placed all of their blocks. Each player counts the size of their Domain by counting the total number of faces of their blocks that are exposed.

Faces that are hidden by other blocks (either yours or an opponent's) don't count towards the size of your Domain.

If you have the most exposed faces of any player, then your Domain is the largest, and you win CTRL!


The Battlefield

The Central Cube and all blocks that are connected to it are called the Battlefield. Whenever a new block is connected to the Battlefield, it becomes part of the Battlefield.

During the game, players can freely rotate the Battlefield to see it from any perspective (and will need to do so during scoring!).

However, the Battlefield must always remain on the table. Players may only place blocks on the top or sides of the Battlefield - they may never place blocks on the bottom of the Battlefield (the side facing the table).


Domains

Your Domain consists of all of the blocks of your color that are on the Battlefield. Your Domain may be "broken up" by other players' blocks, but all exposed blocks of your color still count as part of your Domain during scoring.


Flags

Your flag is used to block other players from placing their blocks in certain spaces. Other players may never place their blocks in spaces that are blocked by your flag.

Flags may never be placed such that they point down (towards the table).



Game Turn

Each turn has 3 steps:

  • Remove your flag from the Battlefield.

    This is so that you can place blocks in the spaces your flag was blocking.


  • Place 3 blocks of your color in a straight path. You must follow all rules for placing blocks, which are detailed in the next sections.


  • Connect your flag to an exposed face of a block in your Domain.

    It may point in any direction except down.



Placing Block

Placing your First Block

The first block you place each turn must be adjacent to a block in your Domain. Your first block determines the starting point for your path.


Note: It doesn't matter where you "plug in" your blocks, as long as they are in the correct location.


Making a Path

Once you have placed your first block, choose a direction of travel, and place your remaining blocks in a straight path in that direction.

Your path must travel along the surface of the Battlefield. You may not travel "away" from the Battlefield.



Important: The only time you are allowed to travel away from the Battlefield, rather than along its surface, is when you place the first block on your turn.


Reaching an Edge

A When you reach an edge of the Battlefield, the next block in your path rolls 90 degrees forward onto the new surface.

Note: Some players may find it easier to think of this as "wrapping around" the edge rather than rolling over it.



B You may NOT continue to travel in a straight path beyond an edge, as this would be travelling away from the Battlefield.

C If after you roll over an edge you have more cubes to place, continue your path along the new surface.


Hitting a Wall

D If you hit a wall, the next block in your path rolls 90 degrees backward so that it climbs the wall.

E Note that if you reach the top of a wall, you should treat it the same as reaching an edge, and roll 90 degrees forward on top of it.



Stepping Up 8 Down

You will often encounter edges or walls that are only 1 block high. In this case, the next block in your path F steps up (if it is a wall) or steps down (if it is an edge).

It is possible to need to step up and step down in the same movement.




Obstructions

If you are unable to follow the placement rules because your path is obstructed, then your path is illegal. You must choose a different path.


Hitting the Table

I If you travel towards the table, your path may be obstructed by the table surface. O If this happens, you must choose a different path to travel.



K Note that placing your final block adjacent to the table is legal. Your path is only obstructed if you cannot place a block.



Hitting a Flag

L If your path is obstructed by an opponent's flag, M you must choose a different path instead.



First Turn Rule

On each player's first turn of the game (and only on their first turn), they cannot choose a path that would place any of their blocks adjacent to an opponent's starting block. (Adjacent to non-starting blocks is allowed).



End of the Game

After each player has placed all of their blocks, the game ends, and each player's Domain is scored.

To score Domains, begin by choosing any side of the Battlefield, and count the total number of exposed faces of each player's color on that side. Record the results on the score pad for SIDE 1.

Important: Flags block faces even during scoring! Ang face that is behind a flag does not count as exposed, and is not count- ed towards your Domain score.



Repeat this for each of the other 3 sides of the Battlefield, as well as the top of the Battlefield (looking straight down at the table). Record the results of each surface on the score pad.

Note: It does not matter which surface is scored in which row, as long as all 5 surfaces are scored.

Finally, add together each player's 5 surface scores to determine their total Domain score. The player with the highest score is the winner!

In the case of a tie, the player whose flag reaches the highest above the table is the winner.

Important: The bottom of the Battlefield (the side facing the table) is not counted during scoring. Since the Battlefield must remain on the table, players cannot look "up" at the bottom of the Battlefield.

Therefore the bottom faces of your blocks are not considered "exposed", and do not count towards your Domain score!

2-player Variant

When playing with only 2 players, each player uses 2 different colors, but secretly chooses 1 of them to score.

At setup, each player takes 2 color cards and all blocks matching both their colors.

Before starting, each player secretly chooses 1 of their 2 color cards and places it face-down in front of them. The cards that were not chosen are returned to the box, keeping them hidden.

During scoring, only your chosen color will count. Your non-scoring color can be used as a decoy, or to disrupt your opponent.

At the end of the game, each player reveals the color they chose to score for their Domain. Score only each player's chosen color. Otherwise, follow all normal rules for scoring.


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