Pulse Path
Pulse Path
Two rounds. Same six links. Build the strongest paths you can.
Your goal
You get two rounds, and the same six links in both. What changes is where you put them.<br>Send as much Pulse DMG as you can to the TARGET. Nothing upgrades and no link ever gets<br>stronger, so where you place your six links is the only thing that moves your score.
You build a path one link at a time by tapping a space. Some paths run straight down. Others<br>divide into two lanes and recombine, or loop back through the same spaces more than once. The path<br>decides its own shape — you decide what goes where, and you can leave a space empty.
Two rules apply everywhere. Every space you put a link in drains a little Pulse DMG ,<br>helpful links included, so a link has to be worth more than it costs. And every path has a Max<br>Pulse DMG — anything above it is thrown away.
a path, node by node. Tap any node
START 10 Pulse DMG
spaces you fill: your six links, one per space
Overhead you have 2
Twin one of your six
Amplifier one of your six
Conduit one of your six
↙↘<br>Split the path divides
lane 1
Bridge one of your six
lane 2
Empty space free
↘↙<br>Join lanes recombine
Loop purple spaces
TARGET your score
these two apply to every path, everywhere
Link Drain every filled space
Max Pulse DMG each path has its own
◆Tap a nodestart here
Every node on the left is one piece of a path: a link you place, a rule the pulse<br>obeys, or the two ends of the path itself.
The map has the same shape as the paths you are about to build.
Walk me through it
⚡STARTpath
Every path begins here with the same pulse, and it flows downward through the spaces.
Pulse DMG starts at 10 on every path
Your starting pulse never rises and your links never upgrade. Placement is the only thing you control.
◎ TARGET
◎TARGETpath
Whatever Pulse DMG arrives here is your score. More is better.
score = Pulse DMG arriving at the TARGET
Every space shows the pulse before → after, so you can see exactly where it was lost.
▽ Link Drain⌈ Max Pulse DMG
▽Link Drainrule
Every space with a link in it drains a little of the pulse, helpful links included.
Pulse DMG −7% for each link you place
An empty space drains nothing, so a link has to be worth more than it costs. The drain is always the last thing a space does — it is taken after the Max Pulse DMG cut, so it applies even to a pulse that was already cut.
□ Empty space✦ Conduit⌈ Max Pulse DMG
⌈Max Pulse DMGrule
Every path has a Max Pulse DMG. Pulse DMG above it is thrown away, and the space is marked over max.
each path prints its own Max Pulse DMG in its header<br>a space resolves in order: link effect → cut at max → Link Drain
two Amplifiers on a path with Max Pulse DMG 18
Amplifier Pulse DMG +100%<br>10 → 16.74 max 18 over max
Amplifier Pulse DMG +100%<br>16.74 → 16.74 max 18 over max
first Amplifier applies +100%: 10 → 20
20 is over the max, so it is cut to 18
the Link Drain then takes −7%: 18 × 0.93 → 16.74
The max is not what the space shows. The cut happens first and the Link Drain takes its −7% afterwards, so a maxed-out space reads 16.74 , never 18. The second Amplifier reached for 33.48, was cut back to the same 18, and still paid the same −7% — it bought nothing and the pulse did not move.
▽ Link Drain⊓ Overhead▲ Amplifier
□Empty spacerule
You may leave a space empty. Some paths have more spaces than you have links.
free , no drain, no effect
Leaving a whole lane empty changes how the split behaves.
▽ Link Drain↙↘ Split
↙↘Splitrule
The pulse divides into two lanes. What each lane receives depends on whether you use both.
both lanes used: 50% → −15% → 42.5% each<br>one lane left empty: the other takes 100% , no loss
Y Bridge↘↙ Join□ Empty space
↘↙Joinrule
The two lane results are added together, then boosted by how close they are to each other.
50 + 50: +16%<br>75 + 25: +8%<br>only one lane used: +0%
A balanced split can beat a strong lane and a dead one.
↙↘ Split
⟳Looprule
The pulse crosses purple-marked spaces several times before it moves on. Whatever sits in them applies on every pass.
each path prints how many spaces loop and how many passes
The per-link drain is paid on every pass too.
▽ Link Drain
⊓Overheadlink
Raises the Max Pulse DMG of everything below it, but takes a bite out of the pulse itself.
Max Pulse DMG +60%<br>Pulse DMG −25%
Its own cost lands on the pulse immediately. The raised max only pays off further down.
⌈ Max Pulse DMG≈ Twin
≈Twinlink
Boosts the link directly above it and the link directly below it, if those two are the same kind.
two Overheads above and below: effect +50%<br>otherwise no effect
It cannot reach across a split or a join, and it cannot boost another Twin.
⊓ Overhead
YBridgelink
Cancels the extra loss that happens where a path divides into two lanes.
removes the −15% split loss
It does nothing at all on a path that never splits.
↙↘ Split
▲Amplifierlink
Increases the pulse as it passes through.
Pulse DMG +100%
Watch the...