No two beads may occupy the same space. Beads are not placed
inside squares but where the lines intersect on the grid (as in Go).
Diagonal beads are considered adjacent as well as orthogonal beads.

**FIRST TURN:**

Each player starts with 6 beads.

The first player places a bead on one of the 8 dots surrounding the
center of the game board. Play clockwise. Each other player does the
same in turn.

After everyone has placed 1 bead, then nutrients will spawn. Each
player rolls 2 d20 in turn. The roller places a nutrient marker (penny)
at the coordinates of the results of the d20 rolls. The rolling player
may decide which die is x and which is y, but you must always count
from the point marked 0,0. If a 20 is rolled then the roller decides
the value for that die.

On the first turn only, if you roll a location where a bead exists
in both combinations (XY or YX) then reroll both d20s.

**SUBSEQUENT TURNS:**

Continuing clockwise in turn.

PHASE 1 NEW GROWTH - Choose one of the following actions by rolling
the appropriate die.

d4 - new plant... you must place a number of beads equal to the number
you rolled (if possible), but they may only create entirely new plants.
If you choose d4 you can't place the 1st bead nor any others that
you place this turn next to an existing bead of your color other than
those of the new plant. However the new beads can be placed in a long
row or in a cluster next to each other. In later turns the plants
may connect using a d6, but not a d8.

d6- new buds... you must place a number of beads equal to the number
you rolled (if possible), but they must extend off of an existing
branch. All new nubs must touch at least 2 other beads. You may connect
2 distinct plants with d6.

d8 simple growth... you must extend a root the number of beads equal
to the number you rolled (if possible). Must be adjacent to the very
end of an existing root (i.e. attached only at the end). Each new
bead can never be adjacent to more than one other bead of the same
color including diagonally..

d10 - sunbathe.... roll to resupply your store of beads. (You must
take all available.)

If you arrive adjacent to a nutrient (or nutrients) then you are
poised to claim it. If you are the first to arrive and have enough
beads to distribute this turn (per your roll)then place a bead on
top of the nutrient to show you arrived first. Roll d12 to discover
the value. Place that number of pennies and nickels in a stack equal
to the value rolled. If there are 2 nutrients next to each other you
may connect on top of the nutrient markers.

RAIN and SCORING - But nutrients are scored only after it rains and
immediately regardless of whose turn it is or what phase it is. It
rains anytime somebody rolls a 1. If someone rolls a 1 then scoring
takes place immediately before any more beads are placed on the board.
Remove each nutrient marker and the players bead which is on top of
the nutrient marker that is adjacent to one or more roots from the
board and keep track of how many points you've scored so far. You
may claim as many nutrients as you are next to or on top of. If multiple
roots are next to a single nutrient then the value is divided as evenly
as possible among all those adjacent. Any odd amount goes to the first
player to arrive at the nutrient i.e. the one who marked it. If the
nutrient is not marked yet multiple players are adjacent then the
extra odd amount that can't be divided evenly is lost. The value of
the nutrient is rolled just before scoring. (Multiple distinct plants
of the same player do not count as two or more when dividing score.)
Nutrients which have no adjacent roots are not removed when it rains.

RULES for SEVERING - When a root meets another root of a different
color which want to occupy the same node there is a struggle. Note
that diagonally crossing often does not create a conflict.

The stronger root wins. If there is a tie then the not roots are
broken. The root may continue in another legal direction.

Root strength is determined using the following formula: Highest
number of non-branching beads tracing back to a branch.

If the attacking root win then the defending root must remove the
designated bead from the board. If one or both ends can't trace
back to any branch then one of those ends is lost (not both). The
defender chooses which end if both contain no branches.

The attacking root can only sever one root per turn. The player
must continue growing elsewhere if legally possible.

You can't sever your own line. You can't connect with your own
line if you choose d8 (simple growth). Continue to phase 2 if there
are no legal moves. If you choose d4 you can't place the 1st bead
next to an existing bead of your color.

PHASE 2 BUGS OR NUTRIENTS

Roll a d12 to see if a new spawn occurs. There can be no more than
11 nutrients on the board at once. If the number rolled is higher
than the number of nutrients on the board then a new spawn does occur.
If the number rolled is equal or lower than the number of nutrients
on the board then there is no new span.

If there is a spawn then Roll 2 d20 for coordinates as to which node.
You must always start from the point marked 0,0. You may choose which
result is x and which is y.

If the chosen location is empty place a nutrient marker.

If the chosen location is already occupied by a nutrient marker then
place another (finder rolls once for each marker, if already found
roll immediately).

If the chosen location is already occupied by a root then remove
the bead even if it is your own. No nutrient is placed at all. If
the removal of a bead causes a segment to become isolated then the
owner chooses which end to lose. A segment is isolated if it can be
traced back and has no branches. This is best explained through some
examples.

Example A - a single bead is lost. Remove just 1 bead.

Example B - an entire line of beads is lost. Remove entire line as
there are no branches.

Example C- a branching bead is cut down to branch. Continue removing
beads until you reach the branch split. The split is defined as being
adjacent to more than one other bead. So the next red bead is connected
to 2 other beads, 1 South and 1 Southwest.

Example D- this is the same principal as shown in example C. The
next blue bead is connected to 2 other beads, 1 Northwest and 1 North.

Example E- A loop or branching at both ends merely is cut on the
single node. Remove just 1 bead.