🎯 The counter — the subtlest rule in the game
Hit a virus inside the first moments of its wind-up and you paralyse it and enter Full Synchro:
your next chip does double. Two numbers govern it, and getting either wrong quietly deletes the
whole skill layer. Window too long and a held buster counters everything by accident;
minimum damage at or below the buster and the same thing happens. This panel shows
whether that is currently true.
🎴 The Custom Gauge — the heartbeat
How often time stops and everyone draws. Eight to ten seconds is the original's pace.
Pick seconds is the co-op clock: it is what stops one player holding the whole room.
🤖 Your navi
The buster is meant to be weak — chips are the damage, the buster is what keeps you
alive between customs. Push it past ten and the game stops being about your folder.
👾 Every virus
Telegraph is the load-bearing column: it is how long the ❗ warning shows before the
attack lands, and therefore whether a player can read and beat it. Shorten it below the
counter window and that virus becomes uncounterable — the table says so in red.
🎴 Every chip
Damage, wind-up and folder limit. Shape is how it covers the grid and is not editable
here — it is the chip's identity. The right-hand column shows what the damage actually buys:
how many of this chip it takes to delete a Mettaur, a Swordy and a Jelly at wave 1.
📖 The folder, and what a hand looks like
The thirty chips a battle is fought out of. A folder whose codes do not agree deals you
five chips and lets you play one — this is the count of every code across the folder, so you
can see at a glance whether a hand will combine.