CONTROLS
1 – 9pick a card from your hand (or click it)
BBasic Shot — always available, 0 AP, ends your turn
Mmerge a pair (or click MERGE on the card)
SPACEhold to charge, release to fire the picked card
A / Dcrawl along the membrane
W / Saim (hold SHIFT for fine)
Qswim — press again in the air to kick higher (costs movement). Steer with A / D; the blood flow carries you
TABswitch to another bacterium (before you move)
Eend your turn without shooting
wheel / + −zoom · Z whole arena · 0 reset · T aim guide
H / ESCthis screen
YOUR TURN
1Each turn you draw up to 5 cards and get 3 AP. Five is the limit — plan your combo.
2Picking a card picks the bacterium that owns it. All 3 stay on the field, but once one moves, the turn is theirs.
3INSTANT and SETUP cards don't end your turn. A SHOT does — one per turn. Every bacterium always has a Basic Shot (0 AP).
4Cards you don't play stay in your hand. Next turn only tops it back up to 5.
MERGING — the hook
Two copies of the same card from the same bacterium can merge. Merging is free: no AP, no limit, and it doesn't count as playing a card. The Lv2 card replaces the pair, hits ×1.5 with a bigger blast, and costs +1 AP to play. A third copy makes Lv3 (×2, +2 AP). Only each bacterium's first card has three copies. No card ever costs more than your 3 AP.
Merged cards stay in your hand until you play them, like every other card — but they take a slot, so you draw fewer. Or don't merge: play the cheap copy and keep AP for a heal or a shield.
THE HOST
PAINEvery blast and tear on the body hurts the Host. Every +15% Pain, the organ cramps where it was last hurt.
CHEMICALHistamine and Lactic Ferment make the body react where they land, at the end of the round. They exhaust: once per fight.
TENSIONThe Host is busy — a job interview, a first date. Each round it gets more tense: adrenaline doubles blood flow, anxiety clenches the organ. When the tension maxes out, the Host boils over every 2 rounds.
Every Host event is announced a turn before it fires.
THE TISSUE
SLACKAbsorbs. Your shot dies where it lands.
TAUTRebounds shots (+40% damage) and launches bacteria. Drum Spore makes it.
TEARINGShots punch through — and the snap hurts.
CLOTSFloating terrain between floor and ceiling. Stand on it, hide under it, blast craters in it, tunnel through it, build more of it. Swim up with Q.
BRANCHESLiving limbs growing from the walls: airways, vessels, nerves. They sway with the flow and dip under weight. Swim up through them from below, land on top (they flick as you pass). Blast or drill a limb to sever it — it falls on whoever is under it, and whoever stood on it drops. Gary regrows one limb per tree each round.
CORDSRopes of living tissue: a sling hanging from the roof, or a tendon from roof to floor. Stand on them like branches — they sag under you and swing in the flow. Shoot one and it snaps in two; whoever was on it drops.
VALVESA pair of flaps at a narrow neck. They stay shut for 2 rounds, then open for 2. The label beside the gate always says which, and warns you the round before it changes. Shut, they block the flat shot through the neck. Open, they fold down into ramps you can stand on. Shoot a flap off and the gate stays open until it regrows.
EVERY MAP IS NEWEach battle builds a fresh map from its seed: the organ's shape, its condition (healthy, inflamed, infected, scarred), its colours and which living structures grow. Both teams always start on flat, level ground at opposite ends.
PICKUPSTouch to take: ✚ Glucose +30 HP · ϟ ATP +1 AP · ✦ Plasmid = a SPECIAL card (it shows which). Some hang in sacs at branch tips — shoot them loose. The immune cells go for them too.
READING A CARD
AREAhow big the blast is
DIGhow big a crater it leaves in the terrain (+ = it builds terrain)
FLINGhow far it throws whoever it hits — off a clot, into acid, out of the fight