Circuit Events
Every so often the board throws a short challenge at you: a Circuit Event. There are four kinds — GATE, RELAY, HOT ZONE and LIVE WIRE — and each has variants. Winning one pays points and charge and opens a module choice.
When events come
- The first event comes after a short stretch of free play. After that, Circuit Events appear periodically and become more frequent as the run becomes more intense: the more events you complete, the shorter the calm between them. After an event at a high multiplier you get a little extra breathing room.
- An event never starts while you are inside a gap, and new structures never appear right next to your head or in your path.
- The live event's name, progress and time left are shown in the bar under the meter. The first time you meet each kind, a card explains it.
- Running out of time just ends the event without a reward — no penalty beyond the missed payout. Structures disappear when the event ends (relay posts stay a while longer).
Why they matter: events pay big points and big charge. At high multipliers, where close calls barely move the meter, they are what keeps the multiplier alive. A won event also opens a module choice.
Which event (Ranked and Daily)
The kind is random but never the same twice in a row; LIVE WIRE only joins after the first few events. Harder variants start to appear as the run heats up — the more events you have completed, and especially at ×5 and above. Campaign levels list exactly which events and variants they use (see all levels).
A gate or a wire can also carry a modifier (in Ranked and Daily by chance, later in the run; a Campaign level that lists a modifier puts it on every event it fits):
| Modifier | For | Effect |
|---|---|---|
narrow | GATE | every door is one cell deeper (up to 4) |
drift | GATE | the gate keeps sliding sideways; a moment before, faint outlines show where it will go (MOVING GATE) |
fast | LIVE WIRE | the wire moves faster |
GATE




A gate is a door — a straight passage 1–4 cells long — with a lethal pylon on each side of every door cell. To pass it, drive into the door and out the far side straight through, without turning inside. Either direction works. The longer the gate, the more it pays.
- Each gate has its own timer (shown in the bar); it restarts for the next gate of a course.
- A new door appears a short drive from your head, never with a pylon right in your path.
- Pylons are conductors: brushing them is a close call (paid in full), driving between them counts as tight steps. A gap of pylons alone is not a maneuver — the gate pays for it.
| Gate in the course | 1st | 2nd | 3rd |
|---|---|---|---|
| Door depth | 1 | 2 | 3 |
| Points (× multiplier) | 30 | 60 | 120 |
Variants
| On screen | What changes |
|---|---|
| NEEDLE GATE | three gates in a row, doors 1, 2 and 3 cells deep |
| GATE CHAIN | each next gate stands straight ahead of where you left the last one |
| RISK GATE | one shallow door and one deep door; only the first one you drive through counts |
| DOUBLE GATE | two doors at once, take either |
| ECHO GATE | one gate: through, back, through again |
- RISK GATE: shallow door (depth 1) +25 points; deep door (depth 3) +90 points and much more charge, times the multiplier. The first one you pass ends the event.
- ECHO GATE: one door of depth 2, passed 3 times — there, back the other way, there again — each against a short timer. The passes pay 40, 70, 110 points. One pass is already a win; the rest is bonus.
- GATE CHAIN: each next gate appears straight ahead of where you left the last one, lined up with your exit.
RELAY



Numbered terminals appear spread around the board. Steer your head onto them in number order before time runs out.
- More terminals come with more time.
- Each terminal: +15 points (× multiplier) and some charge.
- Completion: +90 points and always enough charge to reach the next multiplier (as long as you are below ×5). The harder variants (four, fast, dark, live) pay ×1.5 on completion.
- A touched terminal becomes a live post once your body has left it: lethal, but good for close calls. Posts stay for a while after the relay ends.
Variants
| On screen | What changes |
|---|---|
| RELAY | three terminals in number order |
| FAST RELAY | two thirds of the time, bigger payout |
| RELAY 4 | four terminals, more time, bigger payout |
| DARK RELAY | the last terminal shows only when it is next |
| BRIDGE RELAY | on completion the terminals are joined by live bars |
| MOVING RELAY | the last terminal keeps side-stepping |
HOT ZONE



A 5×5 square. While your head is inside it, charge and points bank up; leave the square to cash in (CASH). You can go in and out several times. If the zone overloads while your head is still inside, the bank burns (BURNED).
- The zone lives a limited time and flashes a warning before it overloads. Get out when it warns.
- Every step inside banks charge and points, and the zone banks faster as it ages.
- Everything you earn inside is paid as usual and 50% of it is banked on top.
- Inside the zone close calls charge in full at any multiplier, and hunger does not apply.
- Banked points are multiplied by your multiplier when you cash. The event counts as won once you have cashed in a decent amount.
Variants
| On screen | What changes |
|---|---|
| HOT ZONE | the plain zone |
| RISING ZONE | lives longer; banks twice as fast in its second half |
| MOVING ZONE | slowly slides diagonally |
| SHRINK ZONE | closes to 3×3 at half time |
| HOLD ZONE | no charge drain while your head is inside |
| UNSTABLE ZONE | random lifetime, very short warning |
LIVE WIRE
A lethal bar 3 cells long slides back and forth along a lane. Pass right next to it 3 times before time runs out. Touching it ends the run.
- Skims must be a moment apart: one long ride along the wire does not count three times.
- Each skim: +25 points (× multiplier); beating the wire: +100 points and a big charge boost.
- The wire never moves into your head or right in front of it: if you crash, you drove into it.
Variants
| On screen | What changes |
|---|---|
| LIVE WIRE | one 3-cell bar |
| LIVE WIRE | one 5-cell bar |
| LIVE WIRE | two bars, one lane each |
Event schedule, draw odds and exact timers: Advanced mechanics.
