TotallyGames / Strategy 08
Chain Reaction
Place orbs, trigger chain reactions and take over the board.How to play Chain Reaction
Place on an empty cell or one you own. Corners explode at 2 orbs, edges at 3 and interior cells at 4. Explosions capture adjacent cells. The last remaining player wins.
Play alone or with other players
Solo against 1–3 computers, 2–4 people on one screen or in a private room, and public duels with MMR. Solo, local and private choose three board sizes; online uses 6×8 with 30 seconds per turn.
Rules
Take turns placing one orb on an empty cell or one you own. Critical mass equals the number of horizontal and vertical neighbours: 2 in corners, 3 on edges, 4 inside. Each critical cell at the start of a wave explodes once: one orb to every neighbour, capturing its colour. Excess stays in the source; no orbs disappear at edges. The next turn starts only on a stable board, or the game ends when a winner is established after a complete wave. Natural elimination begins only after your own first move. Losing all your orbs then eliminates you permanently; the last participant wins. Simultaneous eliminations share a place. Surrender in a private duel gives the other player a win; in a private group the surrendering player’s orbs disappear and others continue. Definitively closed recovery and removal of an active player by staff interrupt without a winner. Only natural public board wins affect MMR, never timeout, surrender or interruption.
Example: a corner containing one orb receives a second and sends one to each of its two neighbours. An edge neighbour with two reaches three and explodes in the next wave. An interior cell with three reaches four and continues the chain. This works with two, three or four players; you are protected from natural elimination until your own first move.