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<title>WARP/WARP 12: Navigational Operations Manual</title>
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<body>
<header id="title-block-header">
<h1 class="title">WARP/WARP 12: Navigational Operations Manual</h1>
<p class="author">Interstellar Warp Gaming Federation</p>
</header>
<p><em>Multi-trail Interstellar Dominoes, with federation
terminology.</em></p>
<h3 id="warp-vs-warp-12">Warp vs Warp 12</h3>
<p>Our app was initially only targeted at Double Twelve dominoes and was
simply called Warp 12, befitting that scope. We then expanded the domino
set capabilities to be able to play double 9 through 18 and in many
places the game became known just as Warp or Warp Dominoes.</p>
<p>As an aside, we like Warp 12- it has a certain ring to it.</p>
<h3 id="a-note-on-official-rules">A note on "official" rules</h3>
<p>Unlike chess, multi-trail dominoes originally had no governing body
and no single canonical ruleset. Almost every published source,
commercial app, and family table differs on the details — hand sizes,
the value of the blank, when a trail opens, how doubles are handled, and
dozens of optional variants. There was no authority to appeal to; there
was only common practice.</p>
<p>While Warp does not claim otherwise, we have formed the Interstellar
Warp Gaming Federation to be a fun semi-fictional authority. We have
studied the most widely cited sources and tournament-style conventions
and tried to stay true to the <em>spirit</em> of authentic multi-trail
play, while making deliberate, documented choices wherever those sources
disagree. The result is meant to be three things at once:</p>
<ul>
<li><p><strong>A faithful, flexible base.</strong> The most common
variations are supported as configurable options, so you can tune a
table toward whatever "standard" your group grew up with.</p></li>
<li><p><strong>An opinionated house standard.</strong> The
<strong>Official Warp rules</strong> preset (Section VI) bundles our
recommended choices and adds a little fun on top — much as other domino
publishers have shaped their own signature editions.</p></li>
<li><p><strong>A fun, but elevated and refined experience.</strong> Warp
combines the frantic action of "Mexican Train" dominoes with the decorum
of the space academy and the refined future envisioned by so many
science fiction authors.</p></li>
</ul>
<p>Where this manual says "standard" or "tournament practice," read it
as <em>the common multi-trail convention Warp has chosen to adopt</em>
for members/players of the IWGF, not a claim of sanctioned authority
across "Mexican Train" as a whole. This is our best attempt to honor the
game, cover the popular variants, and establish a Warp standard worth
playing. This is the IWGF Warp standard, but is by no means an
authoritative standard beyond Warp players.</p>
<p>This document is the authoritative rules reference <strong>for
multi-trail Warp</strong> (Warp 9 / 12 / 15 / 18). <strong>Sections
I–V</strong> follow widely published multi-trail practice (double-twelve
set, engine double set aside before the deal, personal trails, community
/ Neutral Zone trail, distress beacons, doubles, boneyard, multi-round
scoring). <strong>Section VI</strong> lists optional Warp modules and
the <strong>Official Warp rules</strong> recommended preset.
<strong>Warp 6 — Classic Dominoes</strong> is documented separately in
<code>RULES-Classic.tex</code> (Warp 6 Classic Dominoes Operations
Manual); it is not multi-trail play.</p>
<blockquote>
<p><strong>Digital implementation note:</strong> Warp enforces these
rules in software. Setup defaults to <strong>Official Warp
rules</strong> (Section VI); hosts may change any toggle before launch.
This manual describes behavior when modules are <strong>on</strong> or
<strong>off</strong> as stated in each section. <strong>Section
VII</strong> describes AI officers and the tactical advisor;
<strong>Section VIII</strong> describes solo TEI and the public
leaderboard (digital play only). The app also offers <strong>Warp 9 / 15
/ 18</strong> as <strong>exhibition</strong> (unrated) sets — see
Section II.</p>
</blockquote>
<div class="center">
<hr />
</div>
<h2 id="the-captains-oath--honor-of-the-fleet">The Captain's Oath —
Honor of the Fleet</h2>
<p>Warp has no referees. Like the living-room multi-trail tables it
descends from, it runs on the honor of the people at the table — and on
an older ideal, the one every officer sworn to explore the deep black
knows by heart: that <em>how</em> you serve matters as much as whether
you win.</p>
<p>Every captain who takes the conn is expected to hold the line:</p>
<ul>
<li><p><strong>We play with Honor.</strong> A clean win is the only win
worth logging. We do not cheat, exploit bugs, or manipulate a match to
move a rating.</p></li>
<li><p><strong>We use sanctioned code.</strong> Rated play runs on the
official Warp build and its published engine. We do not tamper with the
client, spoof results, or automate our turns.</p></li>
<li><p><strong>We earn our rating.</strong> TEI reflects genuine,
unassisted skill. We do not farm it against weak opponents, collude to
feed it, or sandbag to protect it.</p></li>
<li><p><strong>We keep the pool clean.</strong> If we witness cheating,
we name it and report it. Guarding the integrity of the leaderboard is
every captain's duty, not the fleet's alone.</p></li>
<li><p><strong>We respect the table.</strong> Opponents, AI officers,
and hosts all deserve a fair match, played to its finish. Chatter is
kept appropriate for officers on the bridge.</p></li>
</ul>
<p>A rated sector is a matter of record — treat it like one. Only
sanctioned builds and eligible matches are ever rated; an unrated table
carries no standings, but it carries the same courtesy. Play like it
matters, because to a captain worth the uniform, it always does.</p>
<div class="center">
<hr />
</div>
<h2 id="victory-conditions">Victory conditions</h2>
<p>Fleet command chooses one objective before the sector opens:</p>
<table style="width:94%;">
<colgroup>
<col style="width: 30%" />
<col style="width: 64%" />
</colgroup>
<thead>
<tr>
<th style="text-align: left;">Mode</th>
<th style="text-align: left;">Goal</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left;"><strong>Points campaign</strong>
<em>(standard)</em></td>
<td style="text-align: left;">Thirteen rounds — Spacedock descends from
the highest double (eg <strong>12-12</strong>) through
<strong>0-0</strong>. Lowest <strong>cumulative points total</strong>
wins the campaign.</td>
</tr>
<tr>
<td style="text-align: left;"><strong>Go out</strong></td>
<td style="text-align: left;"><p>Emptying your hand wins the
<strong>round</strong>. Fleet command chooses the sector structure
before launch:</p>
<ul>
<li><p><strong>Sudden death</strong> <em>(default)</em> — first captain
to empty their hand wins the sector immediately.</p></li>
<li><p><strong>Fixed rounds</strong> — play a Spacedock descent of <span
class="math inline">\(N\)</span> rounds (same ladder as points); most
<strong>round wins</strong> takes the sector. On a tie, overtime rounds
continue (host may <strong>force</strong> them or <strong>offer</strong>
accept/decline). Overtime past <strong>0-0</strong> wraps Spacedock back
to the highest double.</p></li>
<li><p><strong>First to <span class="math inline">\(X\)</span></strong>
— first captain to win <span class="math inline">\(X\)</span> rounds
takes the sector (Spacedock keeps descending and wraps if
needed).</p></li>
</ul>
<p>A <strong>blocked</strong> go-out round (empty Uncharted, no legal
charts, no one out) is <strong>re-dealt</strong> at the same Spacedock —
no win credited.</p></td>
</tr>
</tbody>
</table>
<div class="center">
<hr />
</div>
<h2 id="i-operations-lexicon">I. Operations lexicon</h2>
<table style="width:94%;">
<colgroup>
<col style="width: 30%" />
<col style="width: 64%" />
</colgroup>
<thead>
<tr>
<th style="text-align: left;">Multi-trail</th>
<th style="text-align: left;">Warp</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left;">Dominoes</td>
<td style="text-align: left;"><strong>Navigational
Coordinates</strong></td>
</tr>
<tr>
<td style="text-align: left;">Engine / station double</td>
<td style="text-align: left;"><strong>Spacedock</strong></td>
</tr>
<tr>
<td style="text-align: left;">Personal train</td>
<td style="text-align: left;"><strong>Warp Trail</strong></td>
</tr>
<tr>
<td style="text-align: left;">Community / public train</td>
<td style="text-align: left;"><strong>Neutral Zone</strong></td>
</tr>
<tr>
<td style="text-align: left;">Train marker</td>
<td style="text-align: left;"><strong>Distress Beacon</strong>
<em>(Shields Down)</em></td>
</tr>
<tr>
<td style="text-align: left;">Boneyard</td>
<td style="text-align: left;"><strong>Uncharted Sectors</strong></td>
</tr>
<tr>
<td style="text-align: left;">Open Market (Drafting)</td>
<td style="text-align: left;"><strong>Sensor Grid</strong> — optional
Module Gamma visible market</td>
</tr>
<tr>
<td style="text-align: left;">—</td>
<td style="text-align: left;"><strong>Red Alert</strong> — a double must
be satisfied before normal play continues (cover coordinate, or
stabilizers when Subspace Fracture applies)</td>
</tr>
<tr>
<td style="text-align: left;">—</td>
<td style="text-align: left;"><strong>Subspace Fracture</strong> —
optional chicken-foot protocol on doubles (scope: Own Trail, All
Captains, or All Doubles)</td>
</tr>
<tr>
<td style="text-align: left;">—</td>
<td style="text-align: left;"><strong>Continuum Flash</strong> —
optional Module Alpha anomaly on 0-0</td>
</tr>
<tr>
<td style="text-align: left;">—</td>
<td style="text-align: left;"><strong>All Stop!</strong> — ceremony
required after some round-winning charts (Neutral Zone, or any go-out
when All Stop! echo is active)</td>
</tr>
<tr>
<td style="text-align: left;">—</td>
<td style="text-align: left;"><strong>Drop to Impulse</strong> —
optional house-rule announce when one coordinate remains (uno /
knock)</td>
</tr>
<tr>
<td style="text-align: left;">—</td>
<td style="text-align: left;"><strong>Hazard Marker</strong> — optional
Module Delta hot potato transferred on Neutral Zone contact</td>
</tr>
</tbody>
</table>
<div class="center">
<hr />
</div>
<h2 id="ii-mission-setup">II. Mission setup</h2>
<p>Setup matches standard double-twelve multi-trail practice:</p>
<ol>
<li><p><strong>Scramble</strong> all 91<span
class="math inline">\(^*\)</span> coordinates face down.</p></li>
</ol>
<p>*Or however many are appropriate for the warp factor in play</p>
<ol>
<li><p><strong>Set aside Spacedock</strong> before dealing —
<strong>12-12</strong> (round 1), <strong>11-11</strong> (round 2), …
<strong>0-0</strong> (round 13). This coordinate is <strong>not</strong>
dealt.</p></li>
<li><p><strong>Deal hands</strong> from the remainder:</p>
<table style="width:94%;">
<colgroup>
<col style="width: 30%" />
<col style="width: 64%" />
</colgroup>
<thead>
<tr>
<th style="text-align: left;">Captains</th>
<th style="text-align: left;">Hand size</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left;">–4</td>
<td style="text-align: left;"></td>
</tr>
<tr>
<td style="text-align: left;">–6</td>
<td style="text-align: left;"></td>
</tr>
<tr>
<td style="text-align: left;">–8</td>
<td style="text-align: left;"><em>(default; host may set 11 — see
below)</em></td>
</tr>
</tbody>
</table>
<blockquote>
<p><strong>Large fleet hand size (7–8 captains).</strong> This is the
one setup value where widely published rule sets genuinely disagree:
Masters of Games and most modern/commercial sets deal
<strong>10</strong>, while Galt (1994) and University Games deal
<strong>11</strong>. Warp defaults to <strong>10</strong> (it leaves a
healthier Uncharted Sectors pile — 10 coordinates at 8 captains versus
only 2 at 11) and lets the host opt into <strong>11</strong> on the
setup screen. It has no effect below 7 captains.</p>
</blockquote></li>
<li><p><strong>Place Spacedock</strong> in the center.</p></li>
<li><p><strong>Uncharted Sectors</strong> — all remaining coordinates
face down.</p></li>
</ol>
<p><strong>Round starter:</strong> Fleet command designates any captain
(human or AI) as the round-1 opener. Each later round, the starter
rotates clockwise from that seat. The starter charts first; Spacedock
was still set aside before the deal.</p>
<p><strong>Optional modules</strong> (Section VI) and <strong>Subspace
Fracture</strong> must be agreed before launch. Digital setup defaults
to the <strong>Official Warp rules</strong> preset (see Section VI).
Hosts can change any toggle before launch.</p>
<h3
id="exhibition-sets-digital--warp-6-classic-warp-9--15--18">Exhibition
sets <em>(digital — Warp 6 Classic; Warp 9 / 15 / 18)</em></h3>
<p>Sections I–V above describe the <strong>double-twelve</strong>
multi-trail game. The digital app also supports:</p>
<ul>
<li><p><strong>Warp 6 — Classic Dominoes</strong> (Draw / Block / All
Fives) on a double-6 <strong>single shared line</strong> — see the
separate <code>RULES-Classic.tex</code> manual. Not
multi-trail.</p></li>
<li><p>Larger and smaller <strong>multi-trail</strong> sets (Warp 9 / 15
/ 18) — same protocols as Sections I–V, different bone count and fleet
caps.</p></li>
</ul>
<p>All of these are <strong>exhibition</strong> sectors and never update
TEI (Section VIII).</p>
<table>
<thead>
<tr>
<th style="text-align: left;">Factor</th>
<th style="text-align: left;">Set</th>
<th style="text-align: left;">Coordinates</th>
<th style="text-align: left;">Fleet</th>
<th style="text-align: left;">Notes</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left;"><strong>Warp 6</strong></td>
<td style="text-align: left;">Double-6</td>
<td style="text-align: left;">28</td>
<td style="text-align: left;">2–4</td>
<td style="text-align: left;">Classic line — see
<code>RULES-Classic.tex</code></td>
</tr>
<tr>
<td style="text-align: left;"><strong>Warp 9</strong></td>
<td style="text-align: left;">Double-9</td>
<td style="text-align: left;">55</td>
<td style="text-align: left;">2–4</td>
<td style="text-align: left;">Multi-trail · 10 rounds (9-9 → 0-0)</td>
</tr>
<tr>
<td style="text-align: left;"><strong>Warp 12</strong></td>
<td style="text-align: left;">Double-12</td>
<td style="text-align: left;">91</td>
<td style="text-align: left;">2–8</td>
<td style="text-align: left;">Multi-trail · 13 rounds (12-12 → 0-0) —
<em>rated</em></td>
</tr>
<tr>
<td style="text-align: left;"><strong>Warp 15</strong></td>
<td style="text-align: left;">Double-15</td>
<td style="text-align: left;">136</td>
<td style="text-align: left;">2–12</td>
<td style="text-align: left;">Multi-trail · 16 rounds (15-15 → 0-0)</td>
</tr>
<tr>
<td style="text-align: left;"><strong>Warp 18</strong></td>
<td style="text-align: left;">Double-18</td>
<td style="text-align: left;">190</td>
<td style="text-align: left;">2–18</td>
<td style="text-align: left;">Multi-trail · 19 rounds (18-18 → 0-0)</td>
</tr>
</tbody>
</table>
<p>Hand sizes for Warp 9 / 15 / 18 follow the engine’s set profile. The
<strong>7–8 captain 10-vs-11</strong> host choice still applies on Warp
15 / 18 when the fleet is exactly 7 or 8; fleets of <strong>9+</strong>
use fixed profile sizes (9 / 8 / 7 / 6 as the table grows).
Official-rules presets on exhibition factors use that factor’s full
campaign length, not thirteen rounds.</p>
<div class="center">
<hr />
</div>
<h2 id="iii-standard-gameplay">III. Standard gameplay</h2>
<p>Play proceeds clockwise. Each turn, unless a special protocol applies
(Red Alert, Subspace Fracture, Continuum Flash resolution), a captain
does <strong>one</strong> of the following:</p>
<ol>
<li><p><strong>Chart</strong> one legal coordinate, if any
exist.</p></li>
<li><p><strong>Draw</strong> one coordinate from Uncharted Sectors, then
follow the draw rules below.</p></li>
<li><p><strong>Deploy a Distress Beacon</strong> — after drawing your
one coordinate and still being unable to chart, your shields go down,
distress beacon goes up, and your turn ends. (With <strong>Manual shield
control</strong>, Section VI, you may also lower shields voluntarily
during your turn.)</p></li>
<li><p><strong>Pass</strong> only when their Distress Beacon is already
active, they still cannot chart, and Uncharted Sectors are
empty.</p></li>
</ol>
<h3 id="must-play-when-able">Must play when able</h3>
<p>If you hold a coordinate that can be legally charted, you
<strong>must</strong> chart one coordinate this turn. You may
<strong>not</strong> skip charting while legal moves exist.</p>
<h3 id="eligible-routes">Eligible routes</h3>
<p>When charting, you may play on:</p>
<ol>
<li><p><strong>Your own Warp Trail</strong> (or start it from Spacedock
on your first matching play).</p></li>
<li><p><strong>The Neutral Zone</strong> — communal line; any captain
may start or extend it with a matching end.</p></li>
<li><p><strong>Another captain's Warp Trail</strong> — <strong>only
while their Distress Beacon is active</strong> (Shields Down).</p></li>
</ol>
<p>You may choose <strong>any</strong> eligible route when more than one
is legal — you are not required to chart on your own trail.</p>
<h3 id="opening-the-round">Opening the round</h3>
<p>On the first turn of a round, a captain who can play must open
<strong>their own Warp Trail</strong> or the <strong>Neutral
Zone</strong> with a coordinate matching Spacedock (e.g. any coordinate
containing twelve when Spacedock is 12-12). If they cannot play, they
draw once; if the drawn coordinate is playable, they must chart it
immediately (choosing any legal route). If they still cannot play, they
deploy their Distress Beacon.</p>
<h3 id="drawing-from-uncharted-sectors">Drawing from Uncharted
Sectors</h3>
<p>When you cannot chart and uncharted coordinates remain, you
<strong>must draw</strong> one coordinate.</p>
<ul>
<li><p>If the drawn coordinate can be played, you <strong>must</strong>
chart it immediately (any legal route).</p></li>
<li><p>If it cannot be played, you deploy your <strong>Distress
Beacon</strong> (shields down) and your turn ends. You draw
<strong>one</strong> coordinate per turn — you do not keep drawing, and
the distress beacon goes up and shields go down after that single failed
draw regardless of how many coordinates remain in Uncharted
Sectors.</p></li>
</ul>
<h3 id="distress-beacon-train-marker">Distress Beacon (train
marker)</h3>
<p>Deploy your beacon when — and <strong>only</strong> when — you cannot
make a legal chart after drawing, or when the pile is already empty and
you still cannot chart.</p>
<ul>
<li><p><strong>Shields Down:</strong> While your beacon is active, other
captains may chart on your Warp Trail.</p></li>
<li><p><strong>Shields Up:</strong> Your beacon is removed
<strong>automatically</strong> when <strong>you</strong> chart on
<strong>your own</strong> Warp Trail. Charting on the Neutral Zone or
another captain's trail leaves your beacon active.</p></li>
<li><p><strong>You cannot</strong> deploy a beacon voluntarily while you
still have a legal chart elsewhere. <em>(Standard multi-trail — no
“strategic pass.”)</em> With <strong>Manual shield control</strong>
(Section VI), you may drop shields voluntarily after starting your own
trail — see that house rule.</p></li>
<li><p><strong>Passing:</strong> If your beacon is already up, you
cannot chart, and Uncharted Sectors are empty, you may
<strong>pass</strong> your turn without charting; your beacon stays
up.</p></li>
</ul>
<h3 id="red-alert-pass">Red Alert pass</h3>
<p>If you cannot satisfy an active Red Alert after drawing (or with an
empty pile), you deploy your Distress Beacon and <strong>Red Alert
responsibility passes</strong> to the next captain. The alert remains
until the double is satisfied.</p>
<p>When <strong>Subspace Fracture</strong> is active (Section VI),
“satisfy” means <strong>stabilizers</strong> — not a separate cover
coordinate. Pass Red Alert only when you cannot add the next
stabilizer.</p>
<p><em>(Opt-in exception — Section VI <strong>Pass Red Alert without
draw or beacon</strong>: the captain who <strong>charted</strong> the
double may pass it on immediately, without drawing or deploying a
beacon, but only during <strong>Yellow alert</strong>. Once the alert
has passed once, standard rules resume for everyone, including that
captain when it comes back around.)</em></p>
<div class="center">
<hr />
</div>
<h2 id="iv-doubles--red-alert-protocol">IV. Doubles — Red Alert
protocol</h2>
<p>When a <strong>double</strong> (matching pips on both ends) is
charted on any eligible route — your Warp Trail, the Neutral Zone, or an
open opponent trail — that double must be <strong>satisfied</strong>
before normal play continues. Charting the double does
<strong>not</strong> by itself call <strong>Red Alert</strong>; see
Yellow vs Red below.</p>
<ul>
<li><p>The captain who charted the double must <strong>satisfy</strong>
it by playing another valid coordinate on that double <strong>in the
same turn sequence</strong>, unless turn rules below apply.
<em>(Standard cover: one matching coordinate on the double. Subspace
Fracture: three stabilizers — Section VI.)</em></p></li>
<li><p><strong>Going out:</strong> An empty hand does
<strong>not</strong> win the round while your chart left a double
unsatisfied. Chart the cover (or final stabilizer) first; only then may
an empty hand end the sector.</p></li>
<li><p>If you cannot satisfy the double from the coordinates already in
your hand, <strong>one draw per turn</strong> decides whether you may
attempt a draw to cover it:</p>
<ul>
<li><p><strong>You have not drawn yet this turn</strong> (the double
came from your opening hand, or you charted it without having drawn):
draw <strong>once</strong> from Uncharted Sectors (or take one
coordinate from the Sensor Grid when Module Gamma is on). If that
coordinate still does not cover the double, deploy your Distress Beacon
and <strong>pass</strong>.</p></li>
<li><p><strong>You already drew this turn</strong> — including when the
double <strong>itself</strong> was the coordinate you just drew and then
charted — you do <strong>not</strong> draw again. Deploy your Distress
Beacon and <strong>pass</strong> immediately.</p></li>
</ul></li>
</ul>
<p><strong>Worked example — double was the draw (no second
draw).</strong> Captain A has no legal charts, draws once from Uncharted
Sectors, and gets <strong>8-8</strong>. A charts that double but cannot
cover it from hand. Uncharted still has coordinates, but A's draw for
the turn is already spent — <strong>one draw per turn</strong>. A
deploys the Distress Beacon and <strong>passes</strong>; the sector goes
to <strong>Red Alert</strong>.</p>
<p><strong>Worked example — cover draw still available.</strong> Captain
A charts a double that was already in hand (no prior draw this turn) and
cannot cover it. A <strong>may</strong> draw once to try for a cover. If
that draw still does not cover, A deploys the beacon and passes (Red
Alert).</p>
<p><strong>Worked example — empty hand without going out
(tournament-style).</strong> Four captains, points campaign, Red Alert
only (no Subspace Fracture). Captain A's <strong>last
coordinate</strong> is <strong>12-12</strong>. A charts it on Captain
B's open Warp Trail but <strong>does not cover</strong> the double. A's
hand is empty, but the round <strong>does not</strong> end — A was
<strong>not officially out</strong>.</p>
<p>Responsibility is still on A (Yellow alert). A cannot cover the
double, so A <strong>passes</strong> (drawing first if Uncharted Sectors
still hold coordinates and A has not drawn this turn; otherwise deploy
beacon and pass). Responsibility moves to B — <strong>Red Alert</strong>
— then may continue to C. Captain C <strong>covers</strong> the double
with <strong>11-12</strong>. The alert clears and normal play
resumes.</p>
<p>Captain B still holds <strong>one coordinate</strong> and later
charts it legally, emptying B's hand. <strong>B wins the round</strong>
and scores <strong>0</strong> for that round. A's hand is still empty,
but A is <strong>not</strong> the round winner.</p>
<p><em>If B had not gone out:</em> play would continue around the table.
A is still <strong>not</strong> out of the sector. On A's later turns
with <strong>no legal charts</strong> and the beacon up: if Uncharted
Sectors are <strong>empty</strong>, A may <strong>pass</strong>; if
coordinates <strong>remain</strong>, A <strong>must draw one</strong>
before passing (same stuck-with-no-play rule as everyone else) and
re-enters the round with a coordinate in hand. The round ends when
someone <strong>legally</strong> goes out or the sector is
<strong>blocked</strong> (Section V).</p>
<p><em>Points campaign:</em> A may still win the <strong>sector</strong>
on lowest cumulative penalty even when another captain wins this round —
<strong>round winner</strong> and <strong>sector winner</strong> are
different tallies (Section V).</p>
<ul>
<li><p>While an unsatisfied double is active (Yellow or Red), <strong>no
other routes</strong> may be played until the double is
satisfied.</p></li>
<li><p><strong>Dead double:</strong> If every coordinate in the set
containing that pip is already charted (all thirteen coordinates showing
that number in a double-twelve set), the double cannot be satisfied —
the alert ends and normal play resumes.</p></li>
<li><p>Covering a double on another captain's open trail <strong>does
not</strong> clear their Distress Beacon.</p></li>
</ul>
<p><strong>One double at a time.</strong> Warp resolves doubles one at a
time: chart a double, satisfy it (cover coordinate, or three stabilizers
under Subspace Fracture), and your turn ends. Because a cover must match
the double's pip and no other double shares that pip, a cover is always
a non-double — you never chain into a fresh unsatisfied double, and you
do not play multiple doubles in a single turn. (Some casual house rules
let a captain lay several doubles in one turn as long as the last is
covered by a non-double; Warp follows the tournament-style single-double
resolution instead.)</p>
<h3 id="yellow-alert-and-red-alert-digital-status">Yellow alert and Red
Alert</h3>
<p>An uncovered double always uses the same satisfaction protocol. The
<strong>Yellow</strong> / <strong>Red</strong> distinction marks
<strong>whose turn it is to answer</strong> — not a different set of
legal moves.</p>
<ul>
<li><p><strong>Yellow alert</strong> — the double was just charted (or
still sits on the captain who charted it). That captain remains
responsible. There is <strong>no table call</strong> of “Red Alert!” at
this stage. The digital bridge may light the status amber for drama;
table play treats it as a quiet cover obligation.</p></li>
<li><p><strong>Red Alert</strong> — responsibility has <strong>moved to
the next captain</strong> (Distress Beacon deploy and pass). Announce
<strong>“Red Alert!”</strong> when the pass happens. Typical triggers
for that pass:</p>
<ul>
<li><p><strong>One draw per turn already spent</strong> — you drew
earlier this turn and then charted an unsatisfied double (often the
drawn coordinate <strong>was</strong> that double), so you cannot draw
again to cover; or</p></li>
<li><p>You had not drawn yet, drew once to try for a cover from
Uncharted Sectors (or Sensor Grid under Module Gamma), and still cannot
satisfy; or</p></li>
<li><p>Uncharted is empty (and Sensor Grid offers no legal take) so you
cannot draw at all.</p></li>
</ul></li>
</ul>
<p>Gameplay, scoring, and legal charts follow the same cover /
stabilizer rules in both phases. Sounds and HUD labels on the digital
bridge track Yellow vs Red for clarity.</p>
<h3 id="subspace-fracture-interaction-section-vi--opt-in">Subspace
Fracture interaction <em>(Section VI — opt-in)</em></h3>
<p>When Subspace Fracture is <strong>enabled</strong>, scope is chosen
at launch:</p>
<table style="width:94%;">
<colgroup>
<col style="width: 30%" />
<col style="width: 64%" />
</colgroup>
<thead>
<tr>
<th style="text-align: left;">Scope</th>
<th style="text-align: left;">Doubles that open Subspace Fracture</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left;"><strong>Own Trail</strong>
<em>(default)</em></td>
<td style="text-align: left;">Only on <strong>your own</strong> Warp
Trail</td>
</tr>
<tr>
<td style="text-align: left;"><strong>All Captains</strong></td>
<td style="text-align: left;">On <strong>any</strong> Warp Trail (yours
or an opponent's open trail)</td>
</tr>
<tr>
<td style="text-align: left;"><strong>All Doubles</strong></td>
<td style="text-align: left;">On any Warp Trail <strong>or</strong> the
Neutral Zone</td>
</tr>
</tbody>
</table>
<p>When a double in scope is charted:</p>
<ol>
<li><p><strong>Subspace Fracture and Red Alert open together</strong> on
that double.</p></li>
<li><p>While the fracture is open (fewer than three stabilizers), the
responsible captain may play <strong>only stabilizers</strong> — not a
cover coordinate, not other routes.</p></li>
<li><p>The <strong>third stabilizer satisfies the double</strong> and
clears <strong>both</strong> Subspace Fracture and Red Alert. No fourth
coordinate is required on the trail to “cover” the double.</p></li>
<li><p>If the responsible captain cannot stabilize, draw and/or pass Red
Alert as usual; the next responsible captain continues adding
stabilizers until all three are placed.</p></li>
</ol>
<p>Doubles <strong>outside</strong> the chosen scope never open Subspace
Fracture — Red Alert cover rules in this section apply unchanged.</p>
<p>When Subspace Fracture is <strong>off</strong>, all doubles use
<strong>Red Alert only</strong> (single cover coordinate).</p>
<div class="center">
<hr />
</div>
<h2 id="v-end-of-round-and-scoring">V. End of round and scoring</h2>
<h3 id="winning-the-round">Winning the round</h3>
<p>The round ends when one captain charts their <strong>last</strong>
coordinate (empty hand) <strong>and</strong> no Red Alert or Subspace
Fracture on that chart still requires satisfaction. You
<strong>cannot</strong> go out on an open double — cover it (or complete
three stabilizers when Subspace Fracture applies) before the sector
closes. See the worked example in <strong>Section IV</strong> (empty
hand without going out).</p>
<p><strong>All Stop!</strong> When the house rule is <strong>on</strong>
(default), a round-winning chart on the <strong>Neutral Zone</strong> —
or any go-out while <strong>All Stop! echo</strong> is active — ends the
sector immediately and the app <strong>automatically</strong> logs and
announces <strong>All Stop!</strong> (sound + round log). No helm hold
and no manual button.</p>
<p>Turn <strong>All Stop! ceremony</strong> off in game options for pure
standard multi-trail play: Neutral Zone go-outs end the round silently,
with no announcement.</p>
<p><strong>All Stop! echo</strong> (Continuum Flash Module Alpha): when
active, <strong>any</strong> round-winning chart triggers the same auto
ceremony when the house rule is on.</p>
<p><strong>Drop to Impulse</strong> <em>(house rule — off by
default)</em>: when a captain charts down to <strong>one</strong>
coordinate remaining, they are <strong>at impulse</strong> — they must
call this befor their turn completes, and they <strong>cannot chart
again</strong> on that turn. This matches standard multi-trail
<strong>knock</strong>. (No, reaching one coordinate does not let you
silently play that last coordinate.)</p>
<p>They must <strong>Drop to Impulse!</strong> (announce and
<strong>pass helm</strong> with one coordinate still in hand) or
<strong>pass</strong> without announcing and risk a
<strong>catch</strong>. On a <strong>later</strong> turn they may chart
their last coordinate under normal rules — including going out when the
hand empties.</p>
<p>If they <strong>pass</strong> without having announced, any other
captain may <strong>catch</strong> the miss while the catch window is
open. A successful catch forces the forgetful captain to draw from
Uncharted Sectors (1 or 2 coordinates per game setup, if any remain) —
they <strong>return to warp</strong> (no longer at impulse). The window
opens when they pass without announcing and <strong>closes</strong> when
the <strong>next</strong> captain passes helm (if no one caught). This
is separate from <strong>All Stop!</strong> ceremony.</p>
<p>If they <strong>cannot play</strong> their last coordinate and
<strong>draw</strong> from Uncharted Sectors while at impulse, that draw
<strong>returns them to warp</strong> — there is no need to announce
first; drawing already ends the impulse state.</p>
<h3 id="blocked-sector">Blocked sector</h3>
<p>If Uncharted Sectors are empty and <strong>no captain</strong> can
make a legal chart (after dead doubles are resolved), the round ends
<strong>without</strong> a domino winner. <strong>Every</strong> captain
scores the pip total of coordinates in hand — no exempt captain. All
table coordinates, hands, and any remaining pile are shuffled for the
next round's deal (standard multi-trail recycle — trails are not trimmed
to open ends).</p>
<h3 id="round-scoring-points-campaign">Round scoring <em>(points
campaign)</em></h3>
<p>When a round ends with a winner, every <strong>other</strong> captain
totals pip values in hand and adds that to their campaign score. The
round winner scores <strong>0</strong> for that round.</p>
<p><strong>Double-blank (0-0):</strong> a double-blank caught in hand
scores by the <strong>Double-blank score</strong> setting —
<strong>50</strong> (tournament standard, the default for hand-built
rule sets), <strong>25</strong>, or <strong>0</strong> (pips). The
<strong>Official Warp rules</strong> preset uses <strong>0</strong> so
the 0-0 stays safe to hold as the Continuum trigger (Module Alpha). This
is independent of the Salamander Penalty, which only affects the
<strong>highest double for the Warp Factor</strong> (eg
<strong>12-12</strong> under Warp 12, <strong>18-18</strong> under Warp
18).</p>
<p><strong>Next round:</strong> Spacedock steps down one double (12-12 →
11-11 → … → 0-0). After round 13, lowest cumulative points total
wins.</p>
<h3 id="how-to-tally-the-score-step-by-step">How to tally the score
<em>(step by step)</em></h3>
<p>The app does this automatically at round end and shows a summary
before the next deal. The procedure below is for understanding the math
(and for tabletop play with physical coordinates).</p>
<ol>
<li><p><strong>Decide who counts.</strong> When a captain goes out
(empty hand), that <strong>round winner scores 0</strong>. Every
<strong>other</strong> captain counts the coordinates left in their
hand. In a <strong>blocked sector</strong> (no winner), there is no
exemption — <strong>every</strong> captain counts their hand.</p></li>
<li><p><strong>Count a hand.</strong> A coordinate is worth the
<strong>total number of pips on it — both ends added together</strong>.
A blank end counts as <strong>0</strong>. So:</p>
<ul>
<li><p><code>5-3</code> = <strong>8</strong>, <code>6-0</code> (blank) =
<strong>6</strong>, <code>0-0</code> (double-blank) = <strong>0
pips</strong>.</p></li>
<li><p>A <strong>double counts both halves</strong>: <code>9-9</code> =
<strong>18</strong>, <code>12-12</code> = <strong>24</strong>.</p></li>
<li><p>Add every coordinate in the hand to get that captain's
<strong>round score</strong>.</p></li>
</ul></li>
<li><p><strong>Apply special-coordinate settings</strong> (if enabled —
see Section VI):</p>
<ul>
<li><p><strong>Double-blank (0-0):</strong> scored by the
<strong>Double-blank score</strong> setting — <strong>50</strong>
(tournament standard, the default for hand-built rule sets),
<strong>25</strong>, or <strong>0</strong> (its 0 pips). The
<strong>Official Warp rules</strong> preset uses
<strong>0</strong>.</p></li>
<li><p><strong>Salamander Penalty (Module Beta):</strong> a held
<strong>highest double</strong> (<code>maxPip-maxPip</code>) scores
<strong>double its both-ends value</strong> from round 2 onward — eg
Warp 12 <strong>12-12 → 48</strong>, Warp 18 <strong>18-18 →
72</strong>. See <strong>Section VI → Module Beta</strong>.</p></li>
</ul></li>
<li><p><strong>Add to the campaign total.</strong> Add each captain's
round score to their running cumulative total. Lower is better. If
<strong>Module Kappa (Temporal Inversion)</strong> is on and this is an
<strong>even</strong> round, do <strong>not</strong> use this normal
write-up — use the inverted tally in Section VI (spread off the round’s
top hand; going out takes the full baseline). The campaign still ends on
lowest cumulative total.</p></li>
<li><p><strong>Advance the round.</strong> Step Spacedock down one
double (<code>12-12 → 11-11 → … → 0-0</code>), re-deal, and play the
next round. There are <strong>13 rounds</strong> in a full points
campaign.</p></li>
<li><p><strong>Declare the winner.</strong> After round 13, the captain
with the <strong>lowest cumulative total</strong> wins the sector. If
two or more captains tie on the lowest total, they
<strong>share</strong> the victory.</p></li>
</ol>
<p><strong>Worked example (round 5, Salamander off).</strong> Armstrong
goes out → <strong>0</strong>. Lovell holds <code>5-3</code>,
<code>9-9</code>, <code>6-0</code> → 8 + 18 + 6 = <strong>23</strong>.
Earhart holds <code>0-0</code> and <code>4-2</code> with Double-blank
score = 50 → 50 + 6 = <strong>56</strong>. Those round scores are added
to each captain's campaign total; Armstrong adds nothing.</p>
<p><strong>Go out mode.</strong> There is <strong>no pip tally</strong>.
Emptying your hand wins the <strong>round</strong>; the sector victor
follows the structure chosen at launch (sudden death, fixed rounds, or
first to <span class="math inline">\(X\)</span> — see Victory
conditions). A blocked round is re-dealt. For optional Modules under
Go-out, use the <strong>Go-out — Modules</strong> block in Section VI
(not the Points campaign Module text).</p>
<div class="center">
<hr />
</div>
<h2 id="vi-optional-directives-and-variants">VI. Optional directives and
variants</h2>
<p>Warp has designed several Modules (currently 11, Alpha through
Lambda) that add optional gameplay mechanics. (<strong>Subspace
Fracture</strong> — the chicken-foot protocol on doubles — is part of
<strong>core</strong> multi-trail play, not a Module; it is documented
as a separate directive below.) We have taken extensive measures to keep
rated play unaffected: a skill/luck quantifier and over 285,000 game
combinations across module configurations, checking for strange outcomes
or behaviors. Some modules are marked <strong>Warped</strong> —
intentional chaos that throws the game on its head, leans into luck, or
can give an edge to lesser competitors. Those are exhibition-only and
never rated.</p>
<p><em>Agree before launch. Unless noted, these are <strong>not</strong>
part of standard multi-trail tournament practice — though
<strong>Sections I–V</strong> (trails, beacon, draw, doubles, scoring)
still apply underneath.</em></p>
<p><em>Modules by objective:</em> After Subspace Fracture and house
rules, Module text is duplicated with differences for <strong>Points
campaign</strong> and <strong>Go out</strong>. Follow only the block
that matches your sector objective (see <strong>Modules by
objective</strong> below).</p>
<h3 id="official-warp-rules-recommended-preset">Official Warp rules
<em>(recommended preset)</em></h3>
<p>This is the <strong>encouraged default</strong> for Warp —
living-room tables, online sectors, and any future
<strong>Warp–branded</strong> play. It is <strong>not</strong> a claim