Kicks & Combat
Combat is spatial — pushes and dunks matter more than dice alone.
Pushing
- You can push another player's marble 1 tile away.
- You cannot push a supercritical marble.
- Don't stand at the edge of water — another player can push you into the ocean.
Occupied tiles are otherwise illegal landings for everyone except a supercritical dunk (see below).
Supercritical dunk
When the Juggernaut lands on another player:
- The juggernaut takes the tile (one terrain layer goes into their inventory)
- The victim is submerged under that hex
- The juggernaut stops being supercritical
- A shield blocks the dunk (landing is illegal)
Collected tiles can be placed for free at the start of a later turn — see Reactors & Uranium.
A submerged player must roll a 6 to resurface (on that hex if empty, otherwise an adjacent open hex). Then they take that roll’s movement as normal.
Juggernaut / supercritical
A player is the Juggernaut as long as they do not:
- Dunk any other player, or
- Jump from their reactor / break a wall while exalted
Then they stop being supercritical.
See also: Reactors & Uranium, Landing Rules, Water & Boats, Parameters.