◆Tap a nodestart here
Every node on the left is one piece of a path: a link you place, a rule the pulse obeys, or the two ends of the path itself.
The map has the same shape as the paths you are about to build.
⚡STARTpath
Every path begins here with the same pulse, and it flows downward through the spaces.
Pulse DMG starts at 10 on every path
Your starting pulse never rises and your links never upgrade. Placement is the only thing you control.
◎TARGETpath
Whatever Pulse DMG arrives here is your score. More is better.
score = Pulse DMG arriving at the TARGET
Every space shows the pulse before → after, so you can see exactly where it was lost.
▽Link Drainrule
Every space with a link in it drains a little of the pulse, helpful links included.
Pulse DMG −7% for each link you place
An empty space drains nothing, so a link has to be worth more than it costs. The drain is always the last thing a space does — it is taken after the Max Pulse DMG cut, so it applies even to a pulse that was already cut.
⌈Max Pulse DMGrule
Every path has a Max Pulse DMG. Pulse DMG above it is thrown away, and the space is marked over max.
each path prints its own Max Pulse DMG in its header
a space resolves in order: link effect → cut at max → Link Drain
two Amplifiers on a path with Max Pulse DMG 18
↓
- first Amplifier applies +100%: 10 → 20
- 20 is over the max, so it is cut to 18
- the Link Drain then takes −7%: 18 × 0.93 → 16.74
The max is not what the space shows. The cut happens first and the Link Drain takes its −7% afterwards, so a maxed-out space reads 16.74, never 18. The second Amplifier reached for 33.48, was cut back to the same 18, and still paid the same −7% — it bought nothing and the pulse did not move.
□Empty spacerule
You may leave a space empty. Some paths have more spaces than you have links.
free, no drain, no effect
Leaving a whole lane empty changes how the split behaves.
↙↘Splitrule
The pulse divides into two lanes. What each lane receives depends on whether you use both.
both lanes used: 50% → −15% → 42.5% each
one lane left empty: the other takes 100%, no loss
↘↙Joinrule
The two lane results are added together, then boosted by how close they are to each other.
50 + 50: +16%
75 + 25: +8%
only one lane used: +0%
A balanced split can beat a strong lane and a dead one.
⟳Looprule
The pulse crosses purple-marked spaces several times before it moves on. Whatever sits in them applies on every pass.
each path prints how many spaces loop and how many passes
The per-link drain is paid on every pass too.
⊓Overheadlink
Raises the Max Pulse DMG of everything below it, but takes a bite out of the pulse itself.
Max Pulse DMG +60%
Pulse DMG −25%
Its own cost lands on the pulse immediately. The raised max only pays off further down.
≈Twinlink
Boosts the link directly above it and the link directly below it, if those two are the same kind.
two Overheads above and below: effect +50%
otherwise no effect
It cannot reach across a split or a join, and it cannot boost another Twin.
YBridgelink
Cancels the extra loss that happens where a path divides into two lanes.
removes the −15% split loss
It does nothing at all on a path that never splits.
▲Amplifierlink
Increases the pulse as it passes through.
Pulse DMG +100%
Watch the max. Pulse DMG above it is thrown away.
✦Conduitlink
From here down, the Link Drain no longer applies, but placing it costs pulse once.
ignores the Link Drain from here
Pulse DMG −15%
Worth most high up a long path.