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How to Play Duels

The Arena's challenge: their hex, their game, their posted score — your run against all three. Nothing here costs a daily run, and nothing here is safe.

The Duel

A Duel takes one hex. You replay the ZapStack posted on it, and your run is measured against the Charge the owner set — their correct count first, their time as the tiebreaker.

Win, and the hex arrives with your run on it: your Charge, your Volts, your name. Below: a real Duel, first tap to conquest, on camera.

A Duel, start to finish
  1. 1On an Arena, pick an enemy hex that touches your land and choose Duel.
  2. 2You replay the exact ZapStack living on that hex — every question, no shortcuts.
  3. 3Beat their correct count and the hex flips to you on the spot.
  4. 4Match their count — the faster total time takes it.
  5. 5Anything less, the owner keeps it. Ties go to whoever got there first.
  6. 6Duels are free: no daily limit, as many as your borders allow.
Score to beat
15/20
in 1m 35s
Beat the count — or match it faster. The bar is frozen the moment you start.

The rules of attack

Duels are border warfare. The map decides who you can reach: every enemy hex touching your territory is a live target, and everything beyond it isn't — yet.

That makes every claim double as an approach. Want a hex two rings away? Take the ground between you first.

Before the first question
  1. 1You need at least one hex of your own on that Arena — no ground, no Duels.
  2. 2The target must touch your land. Duels travel along borders.
  3. 3A hex that's in play can't be touched — whatever's running on it finishes first.
  4. 4One challenge per hex at a time. If someone else got there first, you wait.
  5. 5The score you fight is frozen when you start — the Charge as posted, not a moving target.
  6. 6Hexes left behind by deleted players belong to ZapBot — same Duel, but its score is frozen forever. It never fortifies, never improves.

Winning and losing

A won Duel settles instantly — no cooldown, no confirmation step. The hex changes color, your run becomes its new Charge, and the Volts it carried now count for you, clustering bonus included.

A lost Duel pays nothing. The hex stays put, and unlike every ZapRush challenge, the run's Volts don't bank — Duels are the one game where only winning counts. Quitting halfway is just a slower way to lose. Either way, the owner hears about it from the bell.

Who takes the hex
More correct than themyours
Same correct, faster timeyours
Anything else — even a dead tietheirs

Defending

There's no defend button. The score you posted is your defense, and the system runs the comparison without you — you don't need to be online. The time to defend was earlier, when you set the number.

A 90 Charge is a fortress; a 40 Charge is an invitation. Replay your weak hexes before someone else notices them. If a Duel goes against you, the transfer is already done by the time the bell rings — no appeal, but no dead end either.

the number you post is the wall they face

Because losing a hex is never the end. The way back is the same Duel, pointed at your old ground — that's the next chapter.