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.
On your turn, you get two action windows:
- Activate / Deploy Window — Deploy a marble with a D-M card, play Warp or Duplicate, or skip.
- Movement Window — Play one movement card, or pass by discarding one card.
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.
Components & Deck
- 20 marbles — 5 Crimson, 5 Cyan, 5 Amber, 5 Violet
- 1 shared deck — 162 cards
- 72-space outer Track loop
- 4 Start areas, 4 Deploy spaces, 4 Home Entry pips
- 4 private Home Lanes — 5 slots each
- 7-card hand per player
Deck Composition
| Card | Count |
|---|---|
| Advance 1 Mobility | 12 |
| Advance 2 Mobility | 12 |
| Advance 3 Mobility | 12 |
| Advance 4 Mobility | 12 |
| Advance 5 Mobility | 12 |
| Advance 6 Mobility | 12 |
| Advance 10 Mobility | 8 |
| Reverse 8 Mobility | 8 |
| Split 7 Mobility | 10 |
| Split 9 Mobility | 10 |
| D-M (10) Deploy-Move | 36 |
| D-M (+1) Deploy-Move | 12 |
| Warp Special | 4 |
| Duplicate Special | 2 |
| Total | 162 |
Setup
- Seat players in turn order: Crimson → Cyan → Amber → Violet
- Confirm teams: Crimson + Amber are Team A. Cyan + Violet are Team B.
- Place all 5 marbles of each color in that color's Start area.
- Shuffle the 162-card deck.
- Deal 7 cards to each player.
- Choose first player. Default: Crimson starts.
- Begin with the first player's Activate / Deploy window.
Objective & Win Condition
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.
- Crimson has 4 marbles Home. Amber has 5 Home. Team A has 9/10 — needs just 1 more!
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.
- If occupied by your own marble — deployment is illegal.
- If occupied by an opponent — deploy bumps them to Start.
- If occupied by your partner — Partner Helper may trigger.
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.
Turn Structure
- Activate / Deploy Window — Play a D-M card to deploy, play D-M as movement, play Warp, play Duplicate, or skip.
- Movement Window — Play one movement card, or pass by discarding one card.
- Resolve Pending Choices — If OVERTAKE triggers, choose a victim. If Burn triggers, discard as prompted.
- Draw back to 7 cards.
- Turn passes to the next player.
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:
- Deploy one marble from Start to your Deploy Space.
- Move one of your board marbles forward by the card value (10 or 1).
Deployment Rules
- You may deploy only your own marble from Start.
- If your Deploy Space has your own marble, Deploy is illegal.
- If your Deploy Space has an opponent, Deploy bumps that opponent to Start.
- If your Deploy Space has your partner, Partner Helper may send your partner to their Home Entry pip.
- Crimson plays D-M (+1) with marbles in Start. Crimson deploys one marble to Crimson's Deploy Space.
- Cyan's Deploy Space contains an Amber marble. Cyan deploys and bumps Amber to Start.
- Amber's Deploy Space contains Crimson (partner). Amber triggers Partner Helper, sending Crimson to Crimson's Home Entry pip.
Movement Rules
Movement uses exact count. Forward is clockwise, reverse is counterclockwise.
• 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.
- Your Advance 5 crosses one opponent and ends on empty space. No bump.
- Your Advance 5 ends exactly on an opponent. That opponent is bumped to Start.
- Your Advance 5 would pass through your own marble on step 3. The move is illegal.
- Your Reverse 8 ends on an opponent. That opponent is bumped to Start.
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.
- Trigger: During one movement card, your marble passes through 2 or more distinct opponent marbles.
- Both forward and reverse movement can trigger OVERTAKE.
- Teammates never count as opponents for OVERTAKE.
- When triggered, choose one eligible passed opponent marble to send to Start.
- Crimson advances 6 and passes Cyan and Violet. OVERTAKE triggers. Choose one to send to Start.
- Amber reverses 8 and passes two Cyan marbles. OVERTAKE triggers.
- Cyan advances 5 and passes only one Crimson marble. No OVERTAKE — need 2+.
- Passing your partner does not count toward OVERTAKE.
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
- Your marble lands exactly on your partner's marble on a Track pip, or
- You deploy or warp onto a partner-occupied Track pip.
Restrictions
- If your partner is already on their Home Entry pip — illegal (redundant).
- If your partner's Home Entry pip is jammed or blocked by their own marble — illegal.
- If an opponent occupies your partner's Home Entry pip, that opponent is bumped to Start first.
- Crimson lands on Amber. Amber jumps to Amber's Home Entry pip.
- Cyan deploys onto Violet. Violet jumps to Violet's Home Entry pip.
- Amber lands on Crimson, but Crimson's Home Entry pip is blocked by another Crimson marble. Move is illegal.
Home Lane Rules
A marble can enter its Home Lane only after completing a lap (becoming "lapped").
How to Become Lapped
- Moving forward onto or past your Home Entry pip.
- Reverse movement that crosses your Home Entry pip.
- Warping directly to your Home Entry pip.
- Being sent there via Partner Helper.
Entering Home Lane
- A lapped marble moving forward from its Home Entry pip peels into Home Lane slot 1.
- Movement must be exact — overshooting beyond slot 5 is illegal.
- A marble cannot reverse out of Home Lane.
- Home Lane marbles are safe — cannot be bumped, OVERTAKEN, or Warped.
- You cannot pass through or land on your own marble in Home Lane.
Split 7
A forward-only split movement card.
- Move one marble forward 7.
- Move Marble A forward 3 and Marble B forward 4.
- Move Marble A forward 1 and Marble B forward 6.
- Move one marble forward 5 and stop (doesn't total 7).
- Move one marble backward and another forward.
- Move through your own marble.
Split 9
A mixed-direction split movement card.
- Marble A forward 5, Marble B reverse 4.
- Marble A forward 1, Marble B reverse 8.
- Marble A forward 7, Marble B reverse 2.
- One marble moves all 9 (must use 2 marbles).
- Both marbles move forward or both backward.
- Same marble moves forward and backward.
Warp
A special setup-window card. Teleport one marble to any legal Track pip.
- Playable during the Activate / Deploy window only.
- Choose one marble (from Start or Track) and one legal Track pip.
- Home Lane marbles cannot be Warped.
- Can target an opponent-occupied pip — bumps that opponent.
- Can target a partner-occupied pip — triggers Partner Helper.
- Warp does not trigger OVERTAKE.
- Warp always ends the turn.
Duplicate
A special setup-window card. Copy a recent card played by another player.
- Playable during the Activate / Deploy window only.
- Copies one eligible recent non-self, non-Duplicate card.
- Duplicate cannot copy itself — no loops.
- Resolve the copied effect as if you played it, obeying all normal rules.
- If the copied effect has no legal target, it fizzles.
- Duplicate always ends the turn after resolving.
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.
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
- Home marbles: +2 each
- OVERTAKE removals: +4 each
- Warp plays: +2 (general), +3 (defensive)
- Defensive stop: +4 | Home-entry stop: +5
- Partner Helper: +3 | Partner home help: +4
- Pass/burn tempo cost: -2 each (max -6)
ISR Tiers
First-Game Teaching Script
Use this script to teach new players in under 60 seconds:
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."