Official Rulebook
A fast 2v2 team marble-racing arena game.
Outmaneuver. Overtake. Dominate.
Crimson + Amber
Cyan + Violet
Version 1.0

Contents

  1. Quick-Start Summary
  2. Components & Deck
  3. Setup
  4. Objective & Win Condition
  5. Board Anatomy
  6. Turn Structure
  7. D-M Cards: Deploy or Move
  8. Movement Rules
  9. Bump vs OVERTAKE
  10. Partner Helper
  11. Home Lane Rules
  12. Split 7
  13. Split 9
  14. Warp
  15. Duplicate
  16. Passing, Burning & No Legal Play
  17. Ratings & Ranks
  18. First-Game Teaching Script
  19. FAQ
Section 01

Quick-Start Summary

HAVOX is a fast 4-player, 2v2 team marble-racing arena game. Two teams battle to race all their marbles home first.

4
Players
2v2
Teams
20
Marbles
162
Cards

On your turn, you get two action windows:

  1. Activate / Deploy Window — Deploy a marble with a D-M card, play Warp or Duplicate, or skip.
  2. Movement Window — Play one movement card, or pass by discarding one card.
Core Interactions:
Bump — Land exactly on an opponent → send them to Start.
Partner Helper — Land on your partner → send them to their Home Entry pip.
OVERTAKE — Pass through 2+ opponents in one move → choose one to send to Start.
Warp — Teleport a marble to any legal Track pip.
Duplicate — Copy a recent card played by another player.
Section 02

Components & Deck

Deck Composition

CardCount
Advance 1 Mobility12
Advance 2 Mobility12
Advance 3 Mobility12
Advance 4 Mobility12
Advance 5 Mobility12
Advance 6 Mobility12
Advance 10 Mobility8
Reverse 8 Mobility8
Split 7 Mobility10
Split 9 Mobility10
D-M (10) Deploy-Move36
D-M (+1) Deploy-Move12
Warp Special4
Duplicate Special2
Total162
Section 03

Setup

  1. Seat players in turn order: Crimson → Cyan → Amber → Violet
  2. Confirm teams: Crimson + Amber are Team A. Cyan + Violet are Team B.
  3. Place all 5 marbles of each color in that color's Start area.
  4. Shuffle the 162-card deck.
  5. Deal 7 cards to each player.
  6. Choose first player. Default: Crimson starts.
  7. Begin with the first player's Activate / Deploy window.
Section 04

Objective & Win Condition

The first team to get all 10 of its marbles into Home wins.

A marble counts as "Home" when it occupies one of its color's 5 Home Lane slots. Team progress is combined — Crimson's Home marbles + Amber's Home marbles = Team A's total.

Example
  1. Crimson has 4 marbles Home. Amber has 5 Home. Team A has 9/10 — needs just 1 more!
Section 05

Board Anatomy

Start Area

Where your marbles begin. Safe from normal movement. A marble can only leave Start through Deploy or Warp — never with a regular movement card.

Deploy Space

Each player has one Track space where their marbles enter the board. A D-M card deploys a marble from Start to this space.

Track

The main 72-space perimeter loop. Forward movement is clockwise. Reverse is counterclockwise. Most interaction — bumps, Partner Helper, Warp targets, and OVERTAKE — happens here.

Home Entry Pip

Each player's special Track pip near their Home Lane. It is still part of the Track and is not safe — opponents can bump or OVERTAKE marbles here. Once a marble has completed a lap and moves forward from its Home Entry pip, it may enter its Home Lane.

Home Lane

A private 5-slot scoring lane. Only that color's marbles can enter. Marbles in Home Lane are safe from bumping, OVERTAKE, and Warp. A marble cannot reverse out of Home Lane.

Section 06

Turn Structure

  1. Activate / Deploy Window — Play a D-M card to deploy, play D-M as movement, play Warp, play Duplicate, or skip.
  2. Movement Window — Play one movement card, or pass by discarding one card.
  3. Resolve Pending Choices — If OVERTAKE triggers, choose a victim. If Burn triggers, discard as prompted.
  4. Draw back to 7 cards.
  5. Turn passes to the next player.
Commitment Rule: If you skip the Activate / Deploy window, you are committing to one card total this turn. Warp and Duplicate always end the turn after resolving.
Section 07

D-M Cards: Deploy or Move

D-M means Deploy-or-Move. There are two types: D-M (10) and D-M (+1).

When played, a D-M card can do one of two things:

  1. Deploy one marble from Start to your Deploy Space.
  2. Move one of your board marbles forward by the card value (10 or 1).

Deployment Rules

Examples
  1. Crimson plays D-M (+1) with marbles in Start. Crimson deploys one marble to Crimson's Deploy Space.
  2. Cyan's Deploy Space contains an Amber marble. Cyan deploys and bumps Amber to Start.
  3. Amber's Deploy Space contains Crimson (partner). Amber triggers Partner Helper, sending Crimson to Crimson's Home Entry pip.
Section 08

Movement Rules

Movement uses exact count. Forward is clockwise, reverse is counterclockwise.

Key Rules:
• You cannot move a marble still in Start (deploy or warp it first).
• You cannot land on or pass through your own marble.
• Passing over an opponent does not bump by itself.
• Landing exactly on an opponent bumps them to Start.
• Landing exactly on your partner triggers Partner Helper.
Examples
  1. Your Advance 5 crosses one opponent and ends on empty space. No bump.
  2. Your Advance 5 ends exactly on an opponent. That opponent is bumped to Start.
  3. Your Advance 5 would pass through your own marble on step 3. The move is illegal.
  4. Your Reverse 8 ends on an opponent. That opponent is bumped to Start.
Section 09

Bump vs OVERTAKE

These are different mechanics.

Bump

Simple collision. Land exactly on an opponent → that opponent goes to Start. Only the landed-on opponent is affected.

OVERTAKE

A bonus disruption for passing multiple opponents.

Design Intent: OVERTAKE is not just landing on someone — it's a high-speed passing attack. It keeps the word "OVERTAKE" meaningful.
Examples
  1. Crimson advances 6 and passes Cyan and Violet. OVERTAKE triggers. Choose one to send to Start.
  2. Amber reverses 8 and passes two Cyan marbles. OVERTAKE triggers.
  3. Cyan advances 5 and passes only one Crimson marble. No OVERTAKE — need 2+.
  4. Passing your partner does not count toward OVERTAKE.
Section 10

Partner Helper

The core team mechanic. When your marble lands exactly on your partner's marble on a Track pip, your partner's marble jumps forward to their own Home Entry pip — becoming lapped and ready to enter Home.

Trigger

Restrictions

Examples
  1. Crimson lands on Amber. Amber jumps to Amber's Home Entry pip.
  2. Cyan deploys onto Violet. Violet jumps to Violet's Home Entry pip.
  3. Amber lands on Crimson, but Crimson's Home Entry pip is blocked by another Crimson marble. Move is illegal.
Section 11

Home Lane Rules

A marble can enter its Home Lane only after completing a lap (becoming "lapped").

How to Become Lapped

Entering Home Lane

Section 12

Split 7

A forward-only split movement card.

Rules: Total movement must equal exactly 7. All legs move forward. May be used on 1 or 2 marbles. Every leg must be legal when it resolves. Bumps, Partner Helper, and OVERTAKE can trigger during split legs.
Legal
  1. Move one marble forward 7.
  2. Move Marble A forward 3 and Marble B forward 4.
  3. Move Marble A forward 1 and Marble B forward 6.
Illegal
  1. Move one marble forward 5 and stop (doesn't total 7).
  2. Move one marble backward and another forward.
  3. Move through your own marble.
Section 13

Split 9

A mixed-direction split movement card.

Rules: Total movement must equal exactly 9. Exactly 2 different marbles are used. One moves forward, the other backward. The forward leg resolves first. The reverse leg cannot move a marble out of Home Lane.
Legal
  1. Marble A forward 5, Marble B reverse 4.
  2. Marble A forward 1, Marble B reverse 8.
  3. Marble A forward 7, Marble B reverse 2.
Illegal
  1. One marble moves all 9 (must use 2 marbles).
  2. Both marbles move forward or both backward.
  3. Same marble moves forward and backward.
Section 14

Warp

A special setup-window card. Teleport one marble to any legal Track pip.

Section 15

Duplicate

A special setup-window card. Copy a recent card played by another player.

Strategy: Duplicate rewards paying attention to the table. Watch what opponents play — their strong cards become your opportunities.
Section 16

Passing, Burning & No Legal Play

Pass Move

During the Movement window, you may pass. Passing costs 1 card of your choice (discarded). After passing, draw back to 7 and the turn ends.

Burn

If you begin your turn with no playable cards, the game triggers a Burn prompt. Discard the required cards as prompted, then the game continues to the next turn.

Section 17

Ratings & Ranks

HAVOX uses a skills-based performance ranking system. Your Individual Skill Rating (ISR) reflects both wins and how well you play.

ISR Formula

ISR Delta = clamp(Result Base + Performance Modifier, -35, +35)

Result Base: Win +18, Loss -12. Performance modifier ranges from -17 to +17 based on in-game actions.

Performance Modifiers

ISR Tiers

Bronze < 950
Silver 950 – 1099
Gold 1100 – 1249
Platinum 1250 – 1399
Diamond 1400 – 1599
Apex 1600+
Section 18

First-Game Teaching Script

Use this script to teach new players in under 60 seconds:

"This is HAVOX. Crimson and Amber are one team. Cyan and Violet are the other team. Each of us has 5 marbles, and the first team to get all 10 team marbles into Home wins.

On your turn, you start with an Activate / Deploy window. The main thing here is using a D-M card to deploy a marble from Start. If you skip that window, you still get one movement card.

Movement is exact count. You cannot pass or land on your own marble. If you land on an opponent, they go back to Start. If you land on your partner, you help them jump forward to their Home Entry pip.

OVERTAKE is the big attack: if one move passes through two or more opponents, you choose one of those opponents and send them to Start.

We'll explain Split, Warp, and Duplicate when they show up. Crimson starts."
Section 19

Frequently Asked Questions

How many marbles does each player have?
5 marbles per player, 10 per team.
How many marbles does a team need Home to win?
All 10 — both partners' marbles combined.
Can I move a marble out of Start with a normal movement card?
No. Use Deploy (D-M card) or Warp.
Can D-M cards move instead of deploy?
Yes, if the move is legal.
Can I play two movement cards in one turn?
No. One movement card per turn.
Can I land on my own marble?
No. You also cannot pass through your own marble.
Does passing over one opponent do anything?
No. You need to pass 2 or more opponents for OVERTAKE.
Does landing on an opponent trigger OVERTAKE?
No — that's a Bump. OVERTAKE is for passing through opponents.
Can I bump my partner?
No. Landing on your partner triggers Partner Helper instead.
Is the Home Entry pip safe?
No — it's still part of the Track. Opponents can bump you there.
Is Home Lane safe?
Yes. No bumping, OVERTAKE, or Warp can reach Home Lane.
Can Warp trigger OVERTAKE?
No. Warp is a teleport — no passing occurs.
Can Duplicate copy my own card?
No. It copies recent cards played by other players only.
Can Split 7 move backward?
No. Split 7 is forward-only.
Can Split 9 use one marble?
No. Split 9 requires exactly two different marbles.
Can Reverse 8 leave Home Lane?
No. Marbles cannot reverse out of Home Lane.
What if I have no playable cards?
Burn resolves — discard as prompted and the next turn begins.