The rules
The aim
Build ribbons, close them, and hold the most closed strands when nobody can place another. The board is always a woven Celtic knot: the game turns every strand to fit it, so you never need to make it work.
The pieces
A strand is one piece in one square. A ribbon is strands joined end to end. There are four strands:
- Cut: turns across one corner of a square.
- Run: crosses the square, side to side.
- Hook: wraps three corners.
- Flip: loops the whole square and fills it.
Strands meet where they cross a square's side: those points are the crossings.
Your turn
- Place up to three strands from your hand of five. The game's first three turns allow 1, then 2, then 2 strands; after that, up to 3. If any strand of yours fits, you must place at least one.
- Draw back up to five, one at a time: a face-up strand from the market, or one blind from the pile. Once you draw, you can't place again this turn.
- End your turn and pass the phone.
You can undo placements until you draw.
Where a strand can go
- Tap a square to try a strand there; tap again to turn it. Each strand has four turns in a square. Red means it can't go there, and the line under the board says why.
- Your first strand can go anywhere.
- Every strand after that either grows one of your ribbons, or starts a new ribbon on or next to a square holding one of your strands. Squares touching diagonally are not considered next to each other.
- Two strands can share a square if they fill different corners of it and don't meet at a crossing. A Flip needs its square to itself.
- A Run, a Hook or a Flip blocks the crossings it bows past: no ribbon can go through them, from either side.
- A new ribbon may not touch another player's open end. To reach theirs, you grow yours (see Capture).
- At the board's edge, a ribbon turns back into the same square: the next strand continues it from the other side of that edge point.
Growing
- A strand grows a ribbon from an open end you had when your turn began. A strand you placed this turn shows as a base: it grows from next turn.
- Each open end grows once a turn.
- A strand that joins two of your ribbons makes one.
- A strand that closes a ribbon can always be placed.
Capture
- Grow one of your ribbons into another player's open end, and the whole ribbon is yours: it takes your color, and its strands count for you once it's closed.
- The far end of a ribbon you just captured can't grow until your next turn.
- When your end and theirs are two strands apart, whoever steps into the gap first can be captured.
- A closed ribbon can never be captured.
Closing
- A ribbon closes when its two ends meet. It must pass a crossing inside the board to close.
- Closing records its points and makes it safe.
The market
- The market has two face-up strands and a pile. A face-up strand you take is replaced from the pile.
- When the market runs out, play goes on without drawing.
The end and the score
- The game ends when nobody can place a strand. If you can't place on your turn, you still take it, see the board, and end it.
- Open ribbons score nothing. The finished knot is revealed.
- Each strand of a closed ribbon scores 1 for its owner (strands joined at the edge count as one).
- The longest closed ribbon scores 5 more. On a tie, the bonus goes to whoever closed one that long first.
- The highest score wins.