Turn structure
Each round has three phases: Arrangement, Battle, and Clean-up, resolved clockwise from the First Player.
Each game round consists of three sequential phases: A) Arrangement, B) Battle, and C) Clean-up. Each phase is resolved in clockwise turn order beginning with the holder of the First Player Card. Only players who still have at least one life point participate in each round.
Setup
The market is three face-up cards placed in a horizontal line next to the deck.
At the start of the game, the top three cards of the shuffled deck are placed face-up in a horizontal line directly adjacent to the deck. This line of three face-up cards, together with the top card of the deck (face-down), constitutes the available card pool players may pick from during the Arrangement phase. Positions in the market are described relative to the deck: the card closest to the deck, the center card, and the card furthest from the deck.
Card play
The face-up card furthest from the deck and the top card of the deck can be picked freely with no cost.
During the Arrangement phase, a player may pick one of two cards at no cost and with no restriction: (1) the face-up card that is furthest from the deck in the market line, or (2) the top card from the deck (which is face-down until picked). No coins or other resources need to be visible on the player's grid to take either of these cards.
Restriction
The center face-up market card requires at least 1 visible coin on the player's grid to pick.
During the Arrangement phase, to pick the center (middle) face-up card from the market, the picking player must have at least ONE coin visible anywhere on their grid. Additional coins beyond the minimum provide no extra benefit for this card.
Restriction
The face-up card closest to the deck requires at least 2 visible coins (adjacent or not) on the player's grid.
During the Arrangement phase, to pick the face-up card that is closest to the deck in the market line, the picking player must have at least TWO coins visible on their grid. These two coins do not need to be adjacent to each other. Additional coins beyond the minimum provide no extra benefit for this card.
General
When a face-up market card is taken, remaining cards shift toward the deck and a new card is drawn from the top of the deck.
Whenever a player picks a face-up card from the market, the remaining face-up cards slide toward the deck to fill the gap, and a new card from the top of the deck is placed face-up in the position furthest from the deck. This keeps the market at three face-up cards whenever possible.
Building
A picked card must be placed on the grid covering at least one existing box; it may not be placed in empty space or under a previously placed card.
After picking a card, the player must place (arrange) it on their grid according to these rules: (1) At least one box on the new card must overlap on top of one or more boxes on cards already present in the grid. A card can cover one, two, three, or up to four boxes. (2) Cards cannot be placed in spaces where there are no underlying boxes — the new card must anchor to existing grid content. (3) Cards cannot be slid underneath cards that were placed in previous turns. (4) The card can be rotated or spun into any orientation the player chooses.
Combat
Attack points equal the sum of all orthogonally adjacent groups of 2+ matching chicken type boxes visible on the grid.
During the Battle phase, a player's total attack is calculated separately for physical (warrior chickens) and magical (wizard chickens) types. To count: scan the player's grid for all boxes of each type that are currently visible (not covered). Groups of matching chicken boxes that are orthogonally adjacent (sharing an edge, not diagonal) count toward that attack type. A group must contain at least TWO boxes of the same type to score. Players count every chicken in every qualifying group and sum them all up for each attack type. Single isolated boxes of a type do not count.