FLICK IT OUT.
Choose one of your three Runners. The piece you start the turn with is the piece you use for the whole turn.
Stay Updated How to play
Learn the essential movements, then let angles, collisions, and positioning take over.
The whole thing takes five minutes to teach
Choose one of your three Runners. The piece you start the turn with is the piece you use for the whole turn.
Pass a Gate, strike an opposing Runner, or strike the Flag. A good turn keeps going.
Touch the opposing Flag, flip your Runner to its Bandero side, and sink it in one of your scoring pockets.
The board looks intricate. It plays simple. That's the whole idea.
The match
The objective stays simple. Your understanding of the board never stops changing.
Choose one active Runner to flick when your turn begins. Each Runner can score once; the first player to score all three wins.
Contact is all that matters. The instant your Runner touches the Flag, the capture succeeds and you earn a Bonus Flick.
Bring that Bandero to one of your scoring pockets. If an opponent strikes it first, it loses possession and flips back to a normal Runner.
Earn one by striking an opposing Runner, passing cleanly through a Gate, or striking the opposing Flag. Bonuses can stack, but the same action cannot earn bonuses twice in a row. Continue with the same active piece.
A Runner entering one returns to its start. A Bandero also returns to start and loses Bandero status. If a rail blocks your flick, move the piece directly inward to the Scoot Line.
Remove that Bandero from play and end your turn immediately. Unused Bonus Flicks are lost. Score all three of your Runners to win.
See the rules move
Press play to see how a turn can end, change possession, or put a point on the board.
The Runner returns to start. The turn is over.
The Runner captures the Flag and earns Bandero status.
Bring it home. Find the pocket. Put a point on the board.