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Modules: Rule

The Rule slot decides how a match is won or lost. One chip. Empty means Survive (60 seconds, one life). Ingredient: paper. All slots

ChipWhat it doesHUD goal lineRecipe (shapeless)
Survive (default)Stay alive until the clock runs out.Survive 60 s · lives 1Blank Chip + paper
Clear BoardCollect every pickup before the clock runs out.Clear in 120 s · lives 3Blank Chip + paper + bone meal
Last StandingLast pawn alive wins; alone, survive the solo clock.Last alive · lives 1Blank Chip + paper + bone
Reach ExitFind the exit; with a key it stays locked until every key is held.Reach the exit · lives 3Blank Chip + paper + any wooden door
Score TargetFirst to reach the target score wins.Reach 100 pts · lives 3Blank Chip + paper + emerald

The HUD line shows the chip's current values. Every match also has a hard time limit set by the server (runtime.maxMatchSeconds, 10 minutes by default); a match still running then ends in a draw.

Survive

Win when the clock reaches zero with a pawn still alive; lose when every life is gone.

SettingDefaultRange
Seconds6010–600
Lives11–9

Clear Board

Win by collecting every clearable pickup (Score Orbs and Keys) before the clock runs out. In this game those pickups do not come back once taken. Without a clearable pickup the game plays as Survive with this chip's seconds.

SettingDefaultRange
Lives31–9
Seconds12010–600

Last Standing

The last pawn alive wins; if everyone goes down together it is a draw. Played alone — or left alone when the others leave — it becomes a survival game on the solo clock.

SettingDefaultRange
Lives11–9
Solo seconds6010–600

Reach Exit

An exit appears on the far side of the board from where you start. Step on it to win. With Needs key on, the exit stays locked until every Key pickup on the board has been collected.

SettingDefaultRange
Needs keyoffon, off
Lives31–9

Score Target

The first player to reach the target score wins. There is no clock of its own (only the server's time limit). Points come from pickups, from a Bouncing Ball scoring past a goal line, from shooting Chaser drones, and from the Stacker's rows.

SettingDefaultRange
Target1001–9999
Lives31–9

Odd combinations

  • Reach Exit with a pawn that moves on one line puts the exit at the far end of that line (the bench warns). With a Paddle it cannot be reached.
  • Reach Exit with keys and Shrinking Floor: a key that falls into a hole can never be collected, so the exit never opens and the match runs to the time limit.
  • Clear Board with Shrinking Floor: a pickup left in a hole cannot be collected; the clock decides.
  • Score Target with nothing that scores runs to the time limit (the bench warns).

Cerca in tutte le wiki delle mod Nero. I contenuti della wiki sono per ora in inglese.