How to play

KNOW THE
OBJECTIVE.
DISCOVER
THE GAME.

Learn the essential movements, then let angles, collisions, and positioning take over.

The whole thing takes five minutes to teach

IF YOU CAN FLICK
YOUR FINGER,
YOU CAN PLAY.

01

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.

02

EARN EXTRA FLICKS.

Pass a Gate, strike an opposing Runner, or strike the Flag. A good turn keeps going.

03

TAKE THEIR FLAG. RUN IT HOME.

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

FROM FIRST
SHOT TO
MASTERY.

The objective stays simple. Your understanding of the board never stops changing.

01Choose teams + Runners
Red versus Blue. Three Runners and one Flag per team.

Choose one active Runner to flick when your turn begins. Each Runner can score once; the first player to score all three wins.

02Capture the Flag
Strike the opposing Flag with one of your Runners.

Contact is all that matters. The instant your Runner touches the Flag, the capture succeeds and you earn a Bonus Flick.

03Become a Bandero
Flip the capturing Runner to reveal its Bandero side.

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.

04Use Bonus Flicks + Gates
Keep your turn alive by earning Bonus Flicks.

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.

05Navigate Dead Zones
The two side pockets are Dead Zones—not scoring pockets.

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.

06Score. Win. Play again.
Sink a Bandero in one of your team’s scoring pockets.

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

THREE MOMENTS.
ONE OBJECTIVE.

Press play to see how a turn can end, change possession, or put a point on the board.

01 / TURN ENDS

RUNNER POCKETED.

The Runner returns to start. The turn is over.

02 / CAPTURE

FLAG STRIKE.

The Runner captures the Flag and earns Bandero status.

03 / SCORE

BANDERO SCORED.

Bring it home. Find the pocket. Put a point on the board.