Doodle a network of lanes (grey, dashed) and tracks (brown, with sleepers) on a 7×7 grid. The game lasts 7 rounds. Against the computer you both draw the same dice on your own grids; the higher score wins. Solo, beat your best.
Each round
- Four dice are rolled: three route dice (a straight, a bend or a fork, of lane or track) and one junction die (a bridge or a depot).
- Draw all four pieces on empty squares, in any order. Turn or mirror them as you like.
- Each piece must join something: a gate of its kind on the edge, or a matching route in a square next to it.
- A lane may never touch a track (or a track gate), and the other way round. Only a depot joins the two. A bridge carries a lane over a track without joining them.
- If a die fits nowhere, it is lost for this round.
Bonus pieces
Six crossings and depots, each usable once. You may draw one per round (on top of the dice) and three per game.
Scoring
- Gates: each network joining 2 or more of the 12 gates scores 4 per gate after the first (2 gates 4, 3 gates 8, 4 gates 12…), and all 12 score 50.
- Longest lane and longest track: 1 per square along your longest unbroken lane, and the same for tracks. A path never visits a square twice.
- Centre: 1 per filled square of the shaded 3×3 middle.
- Loose ends: −1 for every route end that leads nowhere: into an empty square, a blank side, or the edge of the grid away from a gate.
Tie: fewer loose ends wins.
Playing a friend
Tap ⋯ → Play friends online and send your friend the link. Each round you both draw the same dice at the same time, each on your own grid, and tap End round. You see which of you has finished, but not what they drew until you finish too.
On this screen
- Tap a die below the grid; the squares where it fits glow. Tap one; tap the piece (or Turn) to turn or mirror it, then Place.
- The star button holds your bonus pieces. Undo takes back a piece from this round. End round when your dice are drawn.
- Tap a player at the top to see their grid. ⋯ → Game info has the full scores.