Four stones, one river, and every current is called a turn ahead. All four players choose at the same moment, in the blind — so the question is never "where do I go now", it's "where do I need to be when it changes".
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玩家數更新於 — · 商店資料更新於 9月22日 下午11:37 UTC · 來源:SteamWebAPI
THE CALL IS THE DECISION
The river tells you what it will do — one turn ahead, every turn. A weak current lets you cross two lanes. A medium one, a single lane. A strong current lets you cross nothing at all: you take the line you were already on, and the river takes you. So you never decide where to go. You decide where to BE when it changes.
FOUR STONES, ONE MOMENT
All four players lock in at the same time, and nobody sees anyone else's choice until the turn resolves. You know WHO has locked in. You never know what. Two stones on the same lane travel at the same speed and can never catch each other — so a collision is almost always somebody's choice.
TWELVE RIVERS
A plain, a beach, a swamp, a desert, a dense forest, a jungle that runs between two walls, a volcano where the ground is the light source, a glacier, a field of giant crystals, a cave with no sky, a river of brine on the ocean floor, and a torrent you have to earn. The rules never change from one to the next. Only the country does.
NOTHING WAITS FOR YOU
A stone never stops on its own. A shattered stone doesn't leave the river — it becomes an obstacle, and it still leans one lane every turn. Nobody drops out: if you disconnect, the AI takes your stone and plays it well until you come back.