Two players · 15–45 minutes. Based on a feature of the US Electoral College and most parliamentary systems, this is area majority culled to its essence. A gentle opening suddenly transforms into a nail-biting finish. The unique tie-break condition needs to be kept in the back of your mind, but you might not know for a while if you'll need it this time.
Each player has 12 satellites (values 1–4, 3 of each). Player 1 (red) places on the North and South rim, Player 2 (blue) on the East and West rim. 6 satellites each go randomly on the middle 6 cells of each rim. Values 1 and 2 are shifted one cell inward.
Satellites move in 8 directions. They can jump over others, but not onto occupied cells. Normal move: up to [value] cells. Connection move: exactly [value] cells.
Orthogonally adjacent satellites of different colors are ALWAYS connected and locked.
Connections are only allowed once at least one rim is completely free of satellites.
3+ connected satellites = colony. Higher total value controls. Max 6 per colony (crowned). Two colonies can never merge.
You may place your satellite next to one of your own connected satellites — even if an unconnected opposing satellite stands there that could extend a colony (3+). In that case you displace the opposing satellite to a free cell (max 2 cells, straight line) and take its place. Orange-highlighted cells show displacement opportunities.
Two connected satellites of the same color may not be orthogonally adjacent.
Instant end: as soon as 23 satellites in total are connected, the game ends immediately.
Grace moves: the first player to connect all 12 of their own satellites is finished and stops moving. Only the other player carries on — they get exactly 3 grace moves, counted down by the ⚡ badge at the top. After the last one the game ends and is scored.
Most colonies controlled wins. Tiebreak: whoever controls the colony with the lowest total value.