Goal. Land any frog on the enemy Base Flask at the far end. 3 vs 3; each turn you activate one frog. From turn 24 both flask zones grow — matches don’t drag.
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 — jump again in the same activation. Each ally once. The frog you bounce off gives its perk (🏹 longer jump, ⚓ can’t be pushed, 🌀 bigger reaction, ☄️ harder hit). Bounce off an ally with another element — the chain ends with their reaction. Landing on an enemy hits and knocks it back.
Elixir is fuel. Every activation burns 1 elixir (●●○). Frogs on your base refuel +1 per turn, up to 3; a new tank takes the next element — your flask holds it, the NEXT queue beside it shows two more. Empty — the frog can’t jump (🪫), but allies can still bounce off it. Tap its card: it flies home and refuels at once — free, any number per turn. A charged frog in the field has a ⟲ button on its card for the same.
Cells. Each element is a verb: 🔥 damage, ❄ stop, ☠ zone, ⚡ push. Land in a cell of another element — both verbs fire (see ALCHEMY). Tap any cell to see what it does.
Walls. A Crystal Column is a wall: only a jump off an ally’s back gets over it. A column can never close the last path to a flask.
Check. On your turn, red rings show where the enemy reaches next turn; red dots — its route to your flask (⚠ CHECK). Gold dots — your route to its flask.
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.