Setup
Each player places 5 Foundation Discs on the mat before the game begins.
After the red disc is placed on the center dot and colors are determined, White places 5 discs from his or her stack on the play mat with the white side showing. These discs may be placed anywhere inside the circle, as long as they do not touch any other disc (including the red disc). Once White is done, Black does the same with the black side showing. After all 10 Foundation Discs are placed, the game begins.
Setup
The red disc is placed on the center dot of the play mat with the coin-flip result showing.
One player flips the red disc like a coin; the other calls 'bar' or 'dot.' The winner chooses to play White (first) or Black (second). The red disc is then placed on the center dot of the play mat with the result of the flip showing. It remains there throughout the game as a hazard landmark.
Turn structure
On your turn, take one disc from your stack (the Action Disc) and place it as a Leaner on the mat.
Starting with White and alternating, each player takes one disc from his or her stack — called the Action Disc — and places it on the play mat. The Action Disc must always be played with the player's own color facing upward. It can only be played on (i.e., float off of) that player's own discs. A player may not simply lay the Action Disc flat on the mat; it must be placed as a Leaner, floating on a magnetic cushion.
Turn structure
A Leaner is a disc that floats on the magnetic cushion of a Foundation Disc or Tower.
To place a Leaner, hold the Action Disc with your color facing upward at about a 45-degree angle. Slowly move it toward one of your own Foundation Discs or Towers, feeling for the magnetic cushion between the discs. The Leaner will hover and rest on this cushion. You may take as much time as needed. If the Action Disc simply falls flat with no reaction from other discs, you may pick it up and try again. If any other discs react (a Fault), your turn immediately ends.
General
Towers are stacks of two or more discs that score points at end of game.
Towers consist of two or more discs stacked on top of each other. They are created as a result of captured Faults. Towers score points at the end of the game — each disc in a Tower counts as one point for its controller. Once Towers are in play, a player may use them just like a single Foundation Disc and play Leaners off of them.
Special
A Fault occurs when placing the Action Disc causes other discs to react; your turn immediately ends.
If, while trying to place the Action Disc, you cause other discs to react in any way, you have created a Fault and your turn immediately ends. Reactions that constitute a Fault include: (1) causing two or more discs that were not touching to touch each other; (2) making an already-placed Leaner fall and lay flat on the play mat; (3) having a disc on the play mat snap up onto the Action Disc; (4) making a Foundation Disc or Tower move more than its own diameter; (5) making a disc in play move entirely outside the circle (out of bounds). Any Faults that occur before your opponent brings his or her hand into the circle count against you.
Special
Leaners that fall flat due to a Fault are left where they land unless flipped to the opponent's color.
If a Fault causes Leaners to fall to the play mat and those discs are not touching other discs, they are left where they landed. However, if an opponent's Leaner is flipped over during the Fault so that your color is now showing upward, the opponent gets to capture that disc.
Special
Discs that snap onto the Action Disc (still in hand) during a Fault are returned to the faulting player's unplayed stack.
If a Fault causes discs to snap together onto the Action Disc that is still in the player's hand, the faulting player adds those discs (including the Action Disc) to his or her own unplayed stack. The turn then ends.