The other player must not see this screen until you tap.
You0seals
Round1
Opponent0seals
You
…
Opponent
Tap the stage or Return when the gold ring shows. Swipe or tap a colour to return in it: the beating colour quenches, the same colour kindles. Hold for a ward.
You
…
Opponent
vs
Tap a colour: inside the first second it is a quick draw (+1). Hold Charge to grow your orb, one Focus a step. Ward instead for 2 Focus. When the ring closes, both orbs fly.
You
Opponent
Tap Push or the stage on the beat (the gold ring) to push the knot; dead on the beat pushes two. The colour that beats theirs doubles it: tap a pad to switch (the first switch is free, then 2 Focus). Off-beat taps cost a Focus. Ward holds your end twice.
You
Opponent
vs
Draw as in Quickdraw: a colour (quick in the first second, +1), Hold to Charge, or Ward. When the ring closes the orbs push the gate. The beating colour cancels the other push; the gate only moves for a colour that beats or matches its own. Near your circle your push counts double.
You
Opponent
Their bolts slide to the line: as each lands, tap the colour that beats it (water on fire, fire on life, life on shadow, shadow on water). Its own colour absorbs it: +1 to your throw. Then throw: pick the colour that beats their ward, late enough that they cannot read it.
Opponent telegraph
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Your move
Some glyphs are hidden. Infer the threat before choosing a reaction.