Goal. Land any of your frogs on the enemy Base Flask at the far end. 3 vs 3; each turn you activate one frog.
Jump. Drag back from a frog, aim, release. Every frog has the same range. The arc, bounces, the cell you land in and what happens there show before you let go.
Relay. Land on your own frog — the same frog jumps again in the same activation. Each ally once per activation. A whole chain costs one charge. Relay off an ally that still has elixir of another element — the end of the chain fires the reaction of both elements. Landing on an enemy hits and knocks it back; no relay.
Elixir. Frogs charge only on your base: +1 per turn, up to 3 (●●●). Starting a new tank, a frog takes the next element from the shared sequence on the left — you see your pointer and the enemy's. Out of charges in the field, a frog is EMPTY: it can't act but still works as a relay point, and returns home after 2 of your turns.
Recall. Once per turn, free: send a frog home now. Its elixir is lost; next turn it starts a new tank.
Cells. The final landing paints its cell with your element. Land in a cell of another element — a reaction: Plasma Burst, Detonation, Toxic Vortex, Steam Jet, Crystal Column, Frost Ward (see ALCHEMY). Terrain stays for the rest of the match until something replaces it.
Death. At 0 HP a frog goes home with an empty tank.
Camera. Drag the floor to scroll, pinch / wheel / +- to zoom, ▦ to see the whole board.