How the tide turns
Marbles belong to both players. On your turn, a jump takes priority over everything else. Pick any marble that can jump an adjacent marble into an empty ring. The jumped marble joins your collection. Continue with that same marble while another jump is possible. You may choose any available route.
If no jump exists, choose a color from the shared pool and place it on any empty ring. Then remove one empty ring with two adjacent open sides. Bright dashed rings show legal removals. If none is removable, your turn ends.
A connected group with every ring occupied can be claimed. Use Claim highlighted island to collect it and remove its rings, or leave it. Placement claims happen before ring removal; removal claims happen before the next turn.
When the shared pool is completely empty, place a marble from your own collection. Classic 37-ring setup; original targets 4/5/6 or 3 each. Three identical full positions are a table draw. A local heuristic plays the tidekeeper; it is a gentle opponent.
Click or tap the labeled rings. Tab and Enter also work; left/right arrows move focus across the board. Escape clears the selection. Undo returns to the start of your previous turn. Progress stays on this device.
Source & craft
Browser port of PyZertz, Apache-2.0; 1 observed star, last maintained May 2017. Zèrtz was created by Kris Burm. Independent adaptation; no affiliation.
New interface, local heuristic, occupied-island choices, reserve reuse and corrected empty-landing validation. All graphics are CSS. No remote assets or services.
License · Attribution & modifications · Readable rules source · Interface source