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\documentclass[11pt]{article}
\usepackage[utf8]{inputenc}
\usepackage{textcomp}
\usepackage{textgreek}
\usepackage{longtable}
\usepackage{booktabs}
\usepackage{array}
\usepackage{amsmath}
\usepackage{hyperref}
\usepackage{xurl}
\usepackage[margin=1in]{geometry}
% Let TeX resolve the occasional unbreakable code/URL token at a line end
% instead of overflowing into the margin.
\setlength{\emergencystretch}{3em}
% Pandoc compatibility
\providecommand{\tightlist}{%
\setlength{\itemsep}{0pt}\setlength{\parskip}{0pt}}
\title{WARP/WARP 12: Navigational Operations Manual}
\author{Interstellar Warp Gaming Federation}
\date{}
\begin{document}
\maketitle
\emph{Multi-trail Interstellar Dominoes, with federation terminology.}
\subsubsection{Warp vs Warp 12}\label{warp-vs-warp-12}
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.
As an aside, we like Warp 12- it has a certain ring to it.
\subsubsection{A note on "official"
rules}\label{a-note-on-official-rules}
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.
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 \emph{spirit} of authentic multi-trail
play, while making deliberate, documented choices wherever those sources
disagree. The result is meant to be three things at once:
\begin{itemize}
\tightlist
\item
\textbf{A faithful, flexible base.} The most common variations are
supported as configurable options, so you can tune a table toward
whatever "standard" your group grew up with.
\item
\textbf{An opinionated house standard.} The \textbf{Official Warp
rules} 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.
\item
\textbf{A fun, but elevated and refined experience.} 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.
\end{itemize}
Where this manual says "standard" or "tournament practice," read it as
\emph{the common multi-trail convention Warp has chosen to adopt} 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.
This document is the authoritative rules reference \textbf{for
multi-trail Warp} (Warp 9 / 12 / 15 / 18). \textbf{Sections I--V} 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).
\textbf{Section VI} lists optional Warp modules and the \textbf{Official
Warp rules} recommended preset. \textbf{Warp 6 --- Classic Dominoes} is
documented separately in \texttt{RULES-Classic.tex} (Warp 6 Classic
Dominoes Operations Manual); it is not multi-trail play.
\begin{quote}
\textbf{Digital implementation note:} Warp enforces these rules in
software. Setup defaults to \textbf{Official Warp rules} (Section VI);
hosts may change any toggle before launch. This manual describes
behavior when modules are \textbf{on} or \textbf{off} as stated in each
section. \textbf{Section VII} describes AI officers and the tactical
advisor; \textbf{Section VIII} describes solo TEI and the public
leaderboard (digital play only). The app also offers \textbf{Warp 9 / 15
/ 18} as \textbf{exhibition} (unrated) sets --- see Section II.
\end{quote}
\begin{center}\rule{0.5\linewidth}{0.5pt}\end{center}
\subsection{The Captain\textquotesingle s Oath --- Honor of the
Fleet}\label{the-captains-oath--honor-of-the-fleet}
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 \emph{how} you serve matters as much as whether you
win.
Every captain who takes the conn is expected to hold the line:
\begin{itemize}
\tightlist
\item
\textbf{We play with Honor.} A clean win is the only win worth
logging. We do not cheat, exploit bugs, or manipulate a match to move
a rating.
\item
\textbf{We use sanctioned code.} 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.
\item
\textbf{We earn our rating.} TEI reflects genuine, unassisted skill.
We do not farm it against weak opponents, collude to feed it, or
sandbag to protect it.
\item
\textbf{We keep the pool clean.} If we witness cheating, we name it
and report it. Guarding the integrity of the leaderboard is every
captain\textquotesingle s duty, not the fleet\textquotesingle s alone.
\item
\textbf{We respect the table.} Opponents, AI officers, and hosts all
deserve a fair match, played to its finish. Chatter is kept
appropriate for officers on the bridge.
\end{itemize}
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.
\begin{center}\rule{0.5\linewidth}{0.5pt}\end{center}
\subsection{Victory conditions}\label{victory-conditions}
Fleet command chooses one objective before the sector opens:
\begin{longtable}[]{@{}>{\raggedright\arraybackslash}p{0.30\linewidth}>{\raggedright\arraybackslash}p{0.64\linewidth}@{}}
\toprule\noalign{}
Mode & Goal \\
\midrule\noalign{}
\endhead
\bottomrule\noalign{}
\endlastfoot
\textbf{Points campaign} \emph{(standard)} & Thirteen rounds ---
Spacedock descends from the highest double (eg \textbf{12-12}) through
\textbf{0-0}. Lowest \textbf{cumulative points total} wins the
campaign. \\
\textbf{Go out} & Emptying your hand wins the \textbf{round}. Fleet
command chooses the sector structure before launch:
\begin{itemize}
\tightlist
\item \textbf{Sudden death} \emph{(default)} --- first captain to empty
their hand wins the sector immediately.
\item \textbf{Fixed rounds} --- play a Spacedock descent of $N$ rounds
(same ladder as points); most \textbf{round wins} takes the sector. On a
tie, overtime rounds continue (host may \textbf{force} them or
\textbf{offer} accept/decline). Overtime past \textbf{0-0} wraps Spacedock
back to the highest double.
\item \textbf{First to $X$} --- first captain to win $X$ rounds takes
the sector (Spacedock keeps descending and wraps if needed).
\end{itemize}
A \textbf{blocked} go-out round (empty Uncharted, no legal charts, no
one out) is \textbf{re-dealt} at the same Spacedock --- no win credited.
\\
\end{longtable}
\begin{center}\rule{0.5\linewidth}{0.5pt}\end{center}
\subsection{I. Operations lexicon}\label{i-operations-lexicon}
\begin{longtable}[]{@{}>{\raggedright\arraybackslash}p{0.30\linewidth}>{\raggedright\arraybackslash}p{0.64\linewidth}@{}}
\toprule\noalign{}
Multi-trail & Warp \\
\midrule\noalign{}
\endhead
\bottomrule\noalign{}
\endlastfoot
Dominoes & \textbf{Navigational Coordinates} \\
Engine / station double & \textbf{Spacedock} \\
Personal train & \textbf{Warp Trail} \\
Community / public train & \textbf{Neutral Zone} \\
Train marker & \textbf{Distress Beacon} \emph{(Shields Down)} \\
Boneyard & \textbf{Uncharted Sectors} \\
Open Market (Drafting) & \textbf{Sensor Grid} --- optional Module Gamma
visible market \\
--- & \textbf{Red Alert} --- a double must be satisfied before normal
play continues (cover coordinate, or stabilizers when Subspace Fracture
applies) \\
--- & \textbf{Subspace Fracture} --- optional chicken-foot protocol on
doubles (scope: Own Trail, All Captains, or All Doubles) \\
--- & \textbf{Continuum Flash} --- optional Module Alpha anomaly on
0-0 \\
--- & \textbf{All Stop!} --- ceremony required after some round-winning
charts (Neutral Zone, or any go-out when All Stop! echo is active) \\
--- & \textbf{Drop to Impulse} --- optional house-rule announce when one
coordinate remains (uno / knock) \\
--- & \textbf{Hazard Marker} --- optional Module Delta hot potato
transferred on Neutral Zone contact \\
\end{longtable}
\begin{center}\rule{0.5\linewidth}{0.5pt}\end{center}
\subsection{II. Mission setup}\label{ii-mission-setup}
Setup matches standard double-twelve multi-trail practice:
\begin{enumerate}
\def\labelenumi{\arabic{enumi}.}
\tightlist
\item
\textbf{Scramble} all 91\(^*\) coordinates face down.
\end{enumerate}
\hspace{0pt} *Or however many are appropriate for the warp factor in
play
\begin{enumerate}
\def\labelenumi{\arabic{enumi}.}
\item
\textbf{Set aside Spacedock} before dealing --- \textbf{12-12} (round
1), \textbf{11-11} (round 2), \ldots{} \textbf{0-0} (round 13). This
coordinate is \textbf{not} dealt.
\item
\textbf{Deal hands} from the remainder:
\begin{longtable}[]{@{}>{\raggedright\arraybackslash}p{0.30\linewidth}>{\raggedright\arraybackslash}p{0.64\linewidth}@{}}
\toprule\noalign{}
Captains & Hand size \\
\midrule\noalign{}
\endhead
\bottomrule\noalign{}
\endlastfoot
2--4 & 15 \\
5--6 & 12 \\
7--8 & 10 \emph{(default; host may set 11 --- see below)} \\
\end{longtable}
\begin{quote}
\textbf{Large fleet hand size (7--8 captains).} This is the one setup
value where widely published rule sets genuinely disagree: Masters of
Games and most modern/commercial sets deal \textbf{10}, while Galt
(1994) and University Games deal \textbf{11}. Warp defaults to
\textbf{10} (it leaves a healthier Uncharted Sectors pile --- 10 coordinates
at 8 captains versus only 2 at 11) and lets the host opt into
\textbf{11} on the setup screen. It has no effect below 7 captains.
\end{quote}
\item
\textbf{Place Spacedock} in the center.
\item
\textbf{Uncharted Sectors} --- all remaining coordinates face down.
\end{enumerate}
\textbf{Round starter:} 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.
\textbf{Optional modules} (Section VI) and \textbf{Subspace Fracture}
must be agreed before launch. Digital setup defaults to the
\textbf{Official Warp rules} preset (see Section VI). Hosts can change
any toggle before launch.
\subsubsection{\texorpdfstring{Exhibition sets \emph{(digital --- Warp 6
Classic; Warp 9 / 15 /
18)}}{Exhibition sets (digital --- Warp 6 Classic; Warp 9 / 15 / 18)}}\label{exhibition-sets-digital--warp-6-classic-warp-9--15--18}
Sections I--V above describe the \textbf{double-twelve} multi-trail game.
The digital app also supports:
\begin{itemize}
\tightlist
\item
\textbf{Warp 6 --- Classic Dominoes} (Draw / Block / All Fives) on a
double-6 \textbf{single shared line} --- see the separate
\texttt{RULES-Classic.tex} manual. Not multi-trail.
\item
Larger and smaller \textbf{multi-trail} sets (Warp 9 / 15 / 18) ---
same protocols as Sections I--V, different bone count and fleet caps.
\end{itemize}
All of these are \textbf{exhibition} sectors and never update TEI
(Section VIII).
\begin{longtable}[]{@{}lllll@{}}
\toprule\noalign{}
Factor & Set & Coordinates & Fleet & Notes \\
\midrule\noalign{}
\endhead
\bottomrule\noalign{}
\endlastfoot
\textbf{Warp 6} & Double-6 & 28 & 2--4 & Classic line --- see
\texttt{RULES-Classic.tex} \\
\textbf{Warp 9} & Double-9 & 55 & 2--4 & Multi-trail · 10 rounds (9-9 →
0-0) \\
\textbf{Warp 12} & Double-12 & 91 & 2--8 & Multi-trail · 13 rounds
(12-12 → 0-0) --- \emph{rated} \\
\textbf{Warp 15} & Double-15 & 136 & 2--12 & Multi-trail · 16 rounds
(15-15 → 0-0) \\
\textbf{Warp 18} & Double-18 & 190 & 2--18 & Multi-trail · 19 rounds
(18-18 → 0-0) \\
\end{longtable}
Hand sizes for Warp 9 / 15 / 18 follow the engine's set profile. The
\textbf{7--8 captain 10-vs-11} host choice still applies on Warp 15 / 18
when the fleet is exactly 7 or 8; fleets of \textbf{9+} 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.
\begin{center}\rule{0.5\linewidth}{0.5pt}\end{center}
\subsection{III. Standard gameplay}\label{iii-standard-gameplay}
Play proceeds clockwise. Each turn, unless a special protocol applies
(Red Alert, Subspace Fracture, Continuum Flash resolution), a captain
does \textbf{one} of the following:
\begin{enumerate}
\def\labelenumi{\arabic{enumi}.}
\tightlist
\item
\textbf{Chart} one legal coordinate, if any exist.
\item
\textbf{Draw} one coordinate from Uncharted Sectors, then follow the draw
rules below.
\item
\textbf{Deploy a Distress Beacon} --- after drawing your one coordinate and
still being unable to chart, your shields go down, distress beacon goes up,
and your turn ends. (With \textbf{Manual shield control}, Section VI, you
may also lower shields voluntarily during your turn.)
\item
\textbf{Pass} only when their Distress Beacon is already active, they
still cannot chart, and Uncharted Sectors are empty.
\end{enumerate}
\subsubsection{Must play when able}\label{must-play-when-able}
If you hold a coordinate that can be legally charted, you \textbf{must}
chart one coordinate this turn. You may \textbf{not} skip charting while legal
moves exist.
\subsubsection{Eligible routes}\label{eligible-routes}
When charting, you may play on:
\begin{enumerate}
\def\labelenumi{\arabic{enumi}.}
\tightlist
\item
\textbf{Your own Warp Trail} (or start it from Spacedock on your first
matching play).
\item
\textbf{The Neutral Zone} --- communal line; any captain may start or
extend it with a matching end.
\item
\textbf{Another captain\textquotesingle s Warp Trail} --- \textbf{only
while their Distress Beacon is active} (Shields Down).
\end{enumerate}
You may choose \textbf{any} eligible route when more than one is legal
--- you are not required to chart on your own trail.
\subsubsection{Opening the round}\label{opening-the-round}
On the first turn of a round, a captain who can play must open
\textbf{their own Warp Trail} or the \textbf{Neutral Zone} 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.
\subsubsection{Drawing from Uncharted
Sectors}\label{drawing-from-uncharted-sectors}
When you cannot chart and uncharted coordinates remain, you \textbf{must
draw} one coordinate.
\begin{itemize}
\tightlist
\item
If the drawn coordinate can be played, you \textbf{must} chart it
immediately (any legal route).
\item
If it cannot be played, you deploy your \textbf{Distress Beacon}
(shields down) and your turn ends. You draw \textbf{one} 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.
\end{itemize}
\subsubsection{Distress Beacon (train
marker)}\label{distress-beacon-train-marker}
Deploy your beacon when --- and \textbf{only} when --- you cannot make a
legal chart after drawing, or when the pile is already empty and you
still cannot chart.
\begin{itemize}
\tightlist
\item
\textbf{Shields Down:} While your beacon is active, other captains may
chart on your Warp Trail.
\item
\textbf{Shields Up:} Your beacon is removed \textbf{automatically}
when \textbf{you} chart on \textbf{your own} Warp Trail. Charting on
the Neutral Zone or another captain\textquotesingle s trail leaves
your beacon active.
\item
\textbf{You cannot} deploy a beacon voluntarily while you still have a
legal chart elsewhere. \emph{(Standard multi-trail --- no ``strategic
pass.'')} With \textbf{Manual shield control} (Section VI), you may
drop shields voluntarily after starting your own trail --- see that
house rule.
\item
\textbf{Passing:} If your beacon is already up, you cannot chart, and
Uncharted Sectors are empty, you may \textbf{pass} your turn without
charting; your beacon stays up.
\end{itemize}
\subsubsection{Red Alert pass}\label{red-alert-pass}
If you cannot satisfy an active Red Alert after drawing (or with an
empty pile), you deploy your Distress Beacon and \textbf{Red Alert
responsibility passes} to the next captain. The alert remains until the
double is satisfied.
When \textbf{Subspace Fracture} is active (Section VI), ``satisfy''
means \textbf{stabilizers} --- not a separate cover coordinate. Pass Red Alert
only when you cannot add the next stabilizer.
\emph{(Opt-in exception --- Section VI \textbf{Pass Red Alert without
draw or beacon}: the captain who \textbf{charted} the double may pass it
on immediately, without drawing or deploying a beacon, but only during
\textbf{Yellow alert}. Once the alert has passed once, standard rules
resume for everyone, including that captain when it comes back around.)}
\begin{center}\rule{0.5\linewidth}{0.5pt}\end{center}
\subsection{IV. Doubles --- Red Alert
protocol}\label{iv-doubles--red-alert-protocol}
When a \textbf{double} (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 \textbf{satisfied} before normal
play continues. Charting the double does \textbf{not} by itself call
\textbf{Red Alert}; see Yellow vs Red below.
\begin{itemize}
\tightlist
\item
The captain who charted the double must \textbf{satisfy} it by playing
another valid coordinate on that double \textbf{in the same turn sequence},
unless turn rules below apply. \emph{(Standard cover: one matching
coordinate on the double. Subspace Fracture: three stabilizers --- Section
VI.)}
\item
\textbf{Going out:} An empty hand does \textbf{not} 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.
\item
If you cannot satisfy the double from the coordinates already in your
hand, \textbf{one draw per turn} decides whether you may attempt a
draw to cover it:
\begin{itemize}
\tightlist
\item
\textbf{You have not drawn yet this turn} (the double came from your
opening hand, or you charted it without having drawn): draw
\textbf{once} 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 \textbf{pass}.
\item
\textbf{You already drew this turn} --- including when the double
\textbf{itself} was the coordinate you just drew and then charted
--- you do \textbf{not} draw again. Deploy your Distress Beacon and
\textbf{pass} immediately.
\end{itemize}
\end{itemize}
\textbf{Worked example --- double was the draw (no second draw).}
Captain A has no legal charts, draws once from Uncharted Sectors, and
gets \textbf{8-8}. A charts that double but cannot cover it from hand.
Uncharted still has coordinates, but A\textquotesingle s draw for the turn
is already spent --- \textbf{one draw per turn}. A deploys the Distress
Beacon and \textbf{passes}; the sector goes to \textbf{Red Alert}.
\textbf{Worked example --- cover draw still available.}
Captain A charts a double that was already in hand (no prior draw this
turn) and cannot cover it. A \textbf{may} draw once to try for a cover.
If that draw still does not cover, A deploys the beacon and passes
(Red Alert).
\textbf{Worked example --- empty hand without going out
(tournament-style).} Four captains, points campaign, Red Alert only (no
Subspace Fracture). Captain A\textquotesingle s \textbf{last coordinate} is
\textbf{12-12}. A charts it on Captain B\textquotesingle s open Warp
Trail but \textbf{does not cover} the double. A\textquotesingle s hand
is empty, but the round \textbf{does not} end --- A was \textbf{not
officially out}.
Responsibility is still on A (Yellow alert). A cannot cover the double, so A
\textbf{passes} (drawing first if Uncharted Sectors still hold
coordinates and A has not drawn this turn; otherwise deploy beacon and pass).
Responsibility moves to B --- \textbf{Red Alert} --- then may continue to C.
Captain C \textbf{covers} the double with \textbf{11-12}. The alert clears
and normal play resumes.
Captain B still holds \textbf{one coordinate} and later charts it legally,
emptying B\textquotesingle s hand. \textbf{B wins the round} and scores
\textbf{0} for that round. A\textquotesingle s hand is still empty, but
A is \textbf{not} the round winner.
\emph{If B had not gone out:} play would continue around the table. A is
still \textbf{not} out of the sector. On A\textquotesingle s later turns
with \textbf{no legal charts} and the beacon up: if Uncharted Sectors
are \textbf{empty}, A may \textbf{pass}; if coordinates \textbf{remain}, A
\textbf{must draw one} 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 \textbf{legally} goes out or the sector is
\textbf{blocked} (Section V).
\emph{Points campaign:} A may still win the \textbf{sector} on lowest
cumulative penalty even when another captain wins this round ---
\textbf{round winner} and \textbf{sector winner} are different tallies
(Section V).
\begin{itemize}
\tightlist
\item
While an unsatisfied double is active (Yellow or Red), \textbf{no other
routes} may be played until the double is satisfied.
\item
\textbf{Dead double:} 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.
\item
Covering a double on another captain\textquotesingle s open trail
\textbf{does not} clear their Distress Beacon.
\end{itemize}
\textbf{One double at a time.} 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\textquotesingle 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.)
\subsubsection{\texorpdfstring{Yellow alert and Red Alert}{Yellow alert and Red Alert}}\label{yellow-alert-and-red-alert-digital-status}
An uncovered double always uses the same satisfaction protocol. The
\textbf{Yellow} / \textbf{Red} distinction marks \textbf{whose turn it is
to answer} --- not a different set of legal moves.
\begin{itemize}
\tightlist
\item
\textbf{Yellow alert} --- the double was just charted (or still sits on
the captain who charted it). That captain remains responsible. There is
\textbf{no table call} 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.
\item
\textbf{Red Alert} --- responsibility has \textbf{moved to the next
captain} (Distress Beacon deploy and pass). Announce \textbf{``Red
Alert!''} when the pass happens. Typical triggers for that pass:
\begin{itemize}
\tightlist
\item
\textbf{One draw per turn already spent} --- you drew earlier this
turn and then charted an unsatisfied double (often the drawn
coordinate \textbf{was} that double), so you cannot draw again to
cover; or
\item
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
\item
Uncharted is empty (and Sensor Grid offers no legal take) so you
cannot draw at all.
\end{itemize}
\end{itemize}
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.
\subsubsection{\texorpdfstring{Subspace Fracture interaction
\emph{(Section VI ---
opt-in)}}{Subspace Fracture interaction (Section VI --- opt-in)}}\label{subspace-fracture-interaction-section-vi--opt-in}
When Subspace Fracture is \textbf{enabled}, scope is chosen at launch:
\begin{longtable}[]{@{}>{\raggedright\arraybackslash}p{0.30\linewidth}>{\raggedright\arraybackslash}p{0.64\linewidth}@{}}
\toprule\noalign{}
Scope & Doubles that open Subspace Fracture \\
\midrule\noalign{}
\endhead
\bottomrule\noalign{}
\endlastfoot
\textbf{Own Trail} \emph{(default)} & Only on \textbf{your own} Warp
Trail \\
\textbf{All Captains} & On \textbf{any} Warp Trail (yours or an
opponent\textquotesingle s open trail) \\
\textbf{All Doubles} & On any Warp Trail \textbf{or} the Neutral Zone \\
\end{longtable}
When a double in scope is charted:
\begin{enumerate}
\def\labelenumi{\arabic{enumi}.}
\tightlist
\item
\textbf{Subspace Fracture and Red Alert open together} on that double.
\item
While the fracture is open (fewer than three stabilizers), the
responsible captain may play \textbf{only stabilizers} --- not a cover
coordinate, not other routes.
\item
The \textbf{third stabilizer satisfies the double} and clears
\textbf{both} Subspace Fracture and Red Alert. No fourth coordinate is
required on the trail to ``cover'' the double.
\item
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.
\end{enumerate}
Doubles \textbf{outside} the chosen scope never open Subspace Fracture
--- Red Alert cover rules in this section apply unchanged.
When Subspace Fracture is \textbf{off}, all doubles use \textbf{Red
Alert only} (single cover coordinate).
\begin{center}\rule{0.5\linewidth}{0.5pt}\end{center}
\subsection{V. End of round and
scoring}\label{v-end-of-round-and-scoring}
\subsubsection{Winning the round}\label{winning-the-round}
The round ends when one captain charts their \textbf{last} coordinate
(empty hand) \textbf{and} no Red Alert or Subspace Fracture on that
chart still requires satisfaction. You \textbf{cannot} 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
\textbf{Section IV} (empty hand without going out).
\textbf{All Stop!} When the house rule is \textbf{on} (default), a
round-winning chart on the \textbf{Neutral Zone} --- or any go-out while
\textbf{All Stop! echo} is active --- ends the sector immediately and
the app \textbf{automatically} logs and announces \textbf{All Stop!}
(sound + round log). No helm hold and no manual button.
Turn \textbf{All Stop! ceremony} off in game options for pure standard
multi-trail play: Neutral Zone go-outs end the round silently, with no
announcement.
\textbf{All Stop! echo} (Continuum Flash Module Alpha): when active,
\textbf{any} round-winning chart triggers the same auto ceremony when
the house rule is on.
\textbf{Drop to Impulse} \emph{(house rule --- off by default)}: when a
captain charts down to \textbf{one} coordinate remaining, they are
\textbf{at impulse} --- they must call this befor their turn completes,
and they \textbf{cannot chart again} on that turn. This matches standard
multi-trail \textbf{knock}. (No, reaching one coordinate does not let you
silently play that last coordinate.)
They must \textbf{Drop to Impulse!} (announce and \textbf{pass helm}
with one coordinate still in hand) or \textbf{pass} without announcing and
risk a \textbf{catch}. On a \textbf{later} turn they may chart their
last coordinate under normal rules --- including going out when the hand
empties.
If they \textbf{pass} without having announced, any other captain may
\textbf{catch} 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 \textbf{return to warp}
(no longer at impulse). The window opens when they pass without
announcing and \textbf{closes} when the \textbf{next} captain passes
helm (if no one caught). This is separate from \textbf{All Stop!}
ceremony.
If they \textbf{cannot play} their last coordinate and \textbf{draw}
from Uncharted Sectors while at impulse, that draw \textbf{returns them
to warp} --- there is no need to announce first; drawing already ends
the impulse state.
\subsubsection{Blocked sector}\label{blocked-sector}
If Uncharted Sectors are empty and \textbf{no captain} can make a legal
chart (after dead doubles are resolved), the round ends \textbf{without}
a domino winner. \textbf{Every} 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\textquotesingle s deal (standard
multi-trail recycle --- trails are not trimmed to open ends).
\subsubsection{\texorpdfstring{Round scoring \emph{(points
campaign)}}{Round scoring (points campaign)}}\label{round-scoring-points-campaign}
When a round ends with a winner, every \textbf{other} captain totals pip
values in hand and adds that to their campaign score. The round winner
scores \textbf{0} for that round.
\textbf{Double-blank (0-0):} a double-blank caught in hand scores by the
\textbf{Double-blank score} setting --- \textbf{50} (tournament
standard, the default for hand-built rule sets), \textbf{25}, or
\textbf{0} (pips). The \textbf{Official Warp rules} preset uses
\textbf{0} 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 \textbf{highest double for the Warp Factor} (eg
\textbf{12-12} under Warp 12, \textbf{18-18} under Warp 18).
\textbf{Next round:} Spacedock steps down one double (12-12 → 11-11 →
\ldots{} → 0-0). After round 13, lowest cumulative points total wins.
\subsubsection{\texorpdfstring{How to tally the score \emph{(step by
step)}}{How to tally the score (step by step)}}\label{how-to-tally-the-score-step-by-step}
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).
\begin{enumerate}
\def\labelenumi{\arabic{enumi}.}
\tightlist
\item
\textbf{Decide who counts.} When a captain goes out (empty hand), that
\textbf{round winner scores 0}. Every \textbf{other} captain counts
the coordinates left in their hand. In a \textbf{blocked sector} (no
winner), there is no exemption --- \textbf{every} captain counts their
hand.
\item
\textbf{Count a hand.} A coordinate is worth the \textbf{total number of
pips on it --- both ends added together}. A blank end counts as
\textbf{0}. So:
\begin{itemize}
\tightlist
\item
\texttt{5-3} = \textbf{8}, \texttt{6-0} (blank) = \textbf{6},
\texttt{0-0} (double-blank) = \textbf{0 pips}.
\item
A \textbf{double counts both halves}: \texttt{9-9} = \textbf{18},
\texttt{12-12} = \textbf{24}.
\item
Add every coordinate in the hand to get that captain\textquotesingle s
\textbf{round score}.
\end{itemize}
\item
\textbf{Apply special-coordinate settings} (if enabled --- see Section VI):
\begin{itemize}
\tightlist
\item
\textbf{Double-blank (0-0):} scored by the \textbf{Double-blank
score} setting --- \textbf{50} (tournament standard, the default for
hand-built rule sets), \textbf{25}, or \textbf{0} (its 0 pips). The
\textbf{Official Warp rules} preset uses \textbf{0}.
\item
\textbf{Salamander Penalty (Module Beta):} a held \textbf{highest
double} (\texttt{maxPip-maxPip}) scores \textbf{double its both-ends
value} from round 2 onward --- eg Warp 12 \textbf{12-12 → 48}, Warp
18 \textbf{18-18 → 72}. See \textbf{Section VI → Module Beta}.
\end{itemize}
\item
\textbf{Add to the campaign total.} Add each captain\textquotesingle s
round score to their running cumulative total. Lower is better. If
\textbf{Module Kappa (Temporal Inversion)} is on and this is an
\textbf{even} round, do \textbf{not} 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.
\item
\textbf{Advance the round.} Step Spacedock down one double
(\texttt{12-12\ →\ 11-11\ →\ …\ →\ 0-0}), re-deal, and play the next
round. There are \textbf{13 rounds} in a full points campaign.
\item
\textbf{Declare the winner.} After round 13, the captain with the
\textbf{lowest cumulative total} wins the sector. If two or more
captains tie on the lowest total, they \textbf{share} the victory.
\end{enumerate}
\textbf{Worked example (round 5, Salamander off).} Armstrong goes out →
\textbf{0}. Lovell holds \texttt{5-3}, \texttt{9-9}, \texttt{6-0} → 8 +
18 + 6 = \textbf{23}. Earhart holds \texttt{0-0} and \texttt{4-2} with
Double-blank score = 50 → 50 + 6 = \textbf{56}. Those round scores are
added to each captain\textquotesingle s campaign total; Armstrong adds
nothing.
\textbf{Go out mode.} There is \textbf{no pip tally}. Emptying your hand
wins the \textbf{round}; the sector victor follows the structure chosen
at launch (sudden death, fixed rounds, or first to $X$ --- see
Victory conditions). A blocked round is re-dealt. For optional Modules
under Go-out, use the \textbf{Go-out --- Modules} block in Section~VI
(not the Points campaign Module text).
\begin{center}\rule{0.5\linewidth}{0.5pt}\end{center}
\subsection{VI. Optional directives and
variants}\label{vi-optional-directives-and-variants}
Warp has designed several Modules (currently 11, Alpha through Lambda)
that add optional gameplay mechanics. (\textbf{Subspace Fracture} --- the
chicken-foot protocol on doubles --- is part of \textbf{core} 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
\textbf{Warped} --- 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.
\medskip
\emph{Agree before launch. Unless noted, these are \textbf{not} part of
standard multi-trail tournament practice --- though \textbf{Sections
I--V} (trails, beacon, draw, doubles, scoring) still apply underneath.}
\emph{Modules by objective:} After Subspace Fracture and house rules,
Module text is duplicated with differences for \textbf{Points campaign} and
\textbf{Go out}. Follow only the block that matches your sector
objective (see \textbf{Modules by objective} below).
\subsubsection{\texorpdfstring{Official Warp rules \emph{(recommended
preset)}}{Official Warp rules (recommended preset)}}\label{official-warp-rules-recommended-preset}
This is the \textbf{encouraged default} for Warp --- living-room tables,
online sectors, and any future \textbf{Warp--branded} play. It is
\textbf{not} a claim of sanctioned third-party tournament rules; it is
the rules bundle this project recommends when you want the full Warp
experience without assembling toggles by hand.
In the app, choose \textbf{Official Warp rules} on the setup screen (or
accept the defaults). Everything in \textbf{Sections I--V} applies; the
preset only turns on the extras below.
\begin{longtable}[]{@{}>{\raggedright\arraybackslash}p{0.30\linewidth}>{\raggedright\arraybackslash}p{0.64\linewidth}@{}}
\toprule\noalign{}
Setting & Official Warp preset \\
\midrule\noalign{}
\endhead
\bottomrule\noalign{}
\endlastfoot
\textbf{Module Alpha --- Continuum} & \textbf{On} \\
\textbf{Module Beta --- Salamander Penalty} & \textbf{On} \\
\textbf{Drop to Impulse} & \textbf{On} --- \textbf{1-coordinate catch} when
opponents catch a missed announce \\
\textbf{All Stop! ceremony} & \textbf{On} --- auto log/sound after
Neutral Zone wins and All Stop! echo go-outs \\
\textbf{Subspace Fracture} & \textbf{Off} (hosts may enable
separately) \\
\textbf{Deluxe house rules} & \textbf{Off} (own trail first, NZ after
all trails, beacon on any play, round starter plays two) \\
\textbf{Manual shield control} & \textbf{Off} \\
\textbf{Pass Red Alert without draw or beacon} & \textbf{Off} \\
\textbf{Double-blank (0-0) score} & \textbf{0} (pips) ---
hand-built/standard rule sets default to \textbf{50} (tournament
standard) \\
\textbf{Objective} & \textbf{Points campaign} (thirteen rounds) ---
\emph{Go out} remains an optional lobby mode \\
\end{longtable}
Hosts may mix and match any toggle; the preset is a one-click reset to
the recommended bundle.
\subsubsection{\texorpdfstring{Subspace Fracture \emph{(chicken foot ---
off in Official Warp
preset)}}{Subspace Fracture (chicken foot --- off in Official Warp preset)}}\label{subspace-fracture-chicken-foot--off-in-official-warp-preset}
When \textbf{enabled}, choose a \textbf{fracture scope} before launch:
\begin{longtable}[]{@{}>{\raggedright\arraybackslash}p{0.30\linewidth}>{\raggedright\arraybackslash}p{0.64\linewidth}@{}}
\toprule\noalign{}
Scope & Doubles that open Subspace Fracture \\
\midrule\noalign{}
\endhead
\bottomrule\noalign{}
\endlastfoot
\textbf{Own Trail} \emph{(default)} & Only on \textbf{your own} Warp
Trail \\
\textbf{All Captains} & On \textbf{any} Warp Trail \\
\textbf{All Doubles} & On any Warp Trail \textbf{or} the Neutral Zone \\
\end{longtable}
When a double in scope is charted, \textbf{Subspace Fracture} and
\textbf{Red Alert} open together:
\begin{itemize}
\tightlist
\item
Fleet navigation halts until the fracture is \textbf{stabilized}
(three branches from the double).
\item
While the fracture is open, the captain holding Red Alert
responsibility may play \textbf{only stabilizers} matching the
fracture pip --- no cover coordinate, no other routes.
\item
Each stabilizer must match the double\textquotesingle s pip (e.g. any
coordinate containing nine on a 9-9 fracture).
\item
If you cannot add a stabilizer, draw; if still unable, deploy your
Distress Beacon and pass Red Alert. The next responsible captain
continues stabilizing.
\item
Layout: the first two stabilizers branch from the double; the
\textbf{third stabilizer is the center foot} and continues the warp
trail from the double.
\item
The \textbf{third stabilizer satisfies the double} --- it clears both
Subspace Fracture and Red Alert. \textbf{No separate cover coordinate} is
required afterward.
\item
When the third stabilizer is placed, normal play resumes across all
routes from the center foot\textquotesingle s open end.
\end{itemize}
When Subspace Fracture is \textbf{off}, doubles use \textbf{Red Alert
only} (one cover coordinate on the double).
\textbf{Fracture immunity} (Continuum Flash Module Alpha): the next
double on your own trail opens Red Alert but \textbf{does not} open
Subspace Fracture (regardless of scope).
\subsubsection{\texorpdfstring{House rules \emph{(Deluxe-style --- off
in Official Warp
preset)}}{House rules (Deluxe-style --- off in Official Warp preset)}}\label{house-rules-deluxe-style--off-in-official-warp-preset}
Hosts may enable any combination before launch.
\begin{longtable}[]{@{}>{\raggedright\arraybackslash}p{0.30\linewidth}>{\raggedright\arraybackslash}p{0.64\linewidth}@{}}
\toprule\noalign{}
Toggle & When enabled \\
\midrule\noalign{}
\endhead
\bottomrule\noalign{}
\endlastfoot
\textbf{Require own trail first} & You must chart at least one coordinate on
\textbf{your own} Warp Trail before playing on an
opponent\textquotesingle s open trail. The Neutral Zone and your own
trail are unaffected. \\
\textbf{Neutral Zone after all trails started} & The Neutral Zone cannot
be started until \textbf{every} captain has at least one coordinate on their
own Warp Trail. \\
\textbf{Beacon clears on any play} & Any legal chart removes
\textbf{your} Distress Beacon --- not only a chart on your own trail. \\
\textbf{Round starter plays two} & The round starter must chart
\textbf{two coordinate on their own Warp Trail} on their opening turn
(Spacedock + two from hand). If the first coordinate is a double, the Red
Alert cover counts as the second. If you cannot play the second coordinate,
deploy your Distress Beacon --- no extra draw. Cannot start the Neutral
Zone or opponent trails until both are played. \\
\textbf{Drop to Impulse} & At one coordinate left (\textbf{at impulse}),
your turn continues but you \textbf{cannot chart} until you \textbf{Drop
to Impulse!} (announce and pass helm) or \textbf{pass} without
announcing (opponents may \textbf{catch} --- 1 or 2 coordinate penalty per
setup). Draw while stuck at impulse → \textbf{return to warp}. Catch
window closes when the next captain passes helm. \\
\textbf{Pass Red Alert without draw or beacon} & Only the captain who
\textbf{charted the double} gets this break, and only while the alert is
still in \textbf{Yellow alert} (before it has passed to anyone). If they
cannot cover their own double, they may pass responsibility to the next
captain \textbf{without drawing} from Uncharted Sectors and
\textbf{without} deploying their Distress Beacon. Red Alert then
proceeds normally: every other captain --- and the original captain when
it cycles back to them --- must follow standard rules (draw when coordinates
remain, deploy the beacon on pass). \\
\textbf{Manual shield control} & Replaces the automatic "shields rise
when you chart your own trail" behavior with manual control, all
\textbf{during} your turn (never between turns). \textbf{Open (Shields
down):} you may open your own Warp Trail at any time, for any reason ---
even with legal plays in hand and even before you\textquotesingle ve
started your trail. \textbf{Close (Shields up):} after you drop shields
you must chart at least one coordinate on \textbf{your own} Warp Trail before
you may raise them again (that own-trail chart may be this turn or a
later one); charting your own trail does \textbf{not} auto-raise.
\textbf{One shield change per turn} --- a single open \textbf{or} a
single close, never both and never repeated. Shield changes never pass
helm on their own; adjust, then chart or \textbf{Pass}. Standard
draw/beacon rules still apply when you cannot chart (a forced beacon
after a failed draw ends your turn). \\