GRIDLCK

territory. deception. signal.

? Player

CREATE BATTLE

5×5 grid · 25 zones
15:00

BATTLE LOBBY

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YOUR TURN
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LEADERBOARD

PROFILE

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Player
0 WINS
0 LOSSES
0% WIN RATE

LIFETIME BATTLE STATS

0 GAMES
0 TILES CLAIMED
0 TILES LOST
0 SPIKES LANDED
0 SPIKES BLOCKED
0 SHIELDS PLACED
0 STREAK
0 BEST STREAK

ACHIEVEMENTS

PREMIUM

GRIDLCK PRO

$2.99 / month

  • 3–8 player battles (bigger boards)
  • Blitz (2 min) & Slow Burn (1 hr) modes
  • Choose your own game codes
  • Extended battle stats & analytics
  • PRO badge on the leaderboard
  • Unlimited solo games + Hard AI opponent

HOW TO PLAY

Gameplay

FIVE MOVES.
INFINITE STRATEGY.

Every turn you make exactly one move. Each action reshapes the board and broadcasts a signal to every rival watching.

CLAIM

Take an unclaimed tile adjacent to one you own. Your first placement can go anywhere on the board.

noise +1 free action
SPIKE

Destroy an adjacent enemy tile. Cannot destroy shielded tiles. The tile returns to neutral.

noise −2 costs 1 ⚡
SHIELD

Protect one of your tiles from being spiked. A shielded tile cannot be destroyed until the shield is removed.

noise −1 costs 1 ⬡
DIAGONAL

Claim an unclaimed tile diagonally adjacent to your territory. You get 2 per game — use them to leap gaps and surprise opponents.

noise +2 costs 1 ◇ 2 per game
👁
READ

Scan your opponents for intel. At noise 4–5 you see their exact charges and shielded tiles. At noise 3, partial info. Below 3, nothing — they're too quiet.

noise −1 uses your turn

Resource Management

CHARGES CHANGE EVERYTHING.

Every player starts with 3 spike charges, 3 shield charges, and 2 diagonal claims. Use them all and you're defenceless — or exposed. Manage your supply, and watch your opponent's.

SPIKE CHARGES
Required to destroy enemy tiles
3
SHIELD CHARGES
Required to protect your tiles
3
DIAGONAL CLAIMS
Claim tiles on the diagonal — limited supply
2
SKIP TURN
Sacrifice your move to gain +1⚡ or +1⬡

Running low? Skip your turn to collect one charge — but you give up your move. A tactical retreat, not a surrender.

Claim a bonus tile and the resource is yours for free, no turn cost. Bonus tiles reward aggression — expansion has never been more valuable.

Hidden Resources

THE GRID HIDES SECRETS.

About 22% of tiles carry a hidden bonus. When you claim one, you gain a free charge — no turn wasted. Half are visible to all players. The other half are question marks until claimed.

SPIKE BONUS

Visible spike resource. Everyone can see it — the race to claim it is part of the game.

SHIELD BONUS

Visible shield resource. A shielded player with reserves is a much harder opponent to break.

?
HIDDEN BONUS

Could be either. Only revealed on claim. Bluff, gamble, or just expand and find out.

Victory

FOUR WAYS TO WIN.

GRIDLCK games end on your terms — or your opponent's. Don't wait for the timer. Force the conclusion.

55%
MAJORITY CONTROL

Claim 55% of the board and the signal locks. Game over. The most decisive win.

PTS
POINTS MAJORITY

Score 55% of all distributed points once 40%+ of the board is claimed. High-value centre tiles accelerate this path.

◼◼
BOARD FULL

When every tile is claimed, the player controlling the most territory wins. Every tile matters.

OPPONENT FOLDS

Hit FOLD to concede — or force a rival's hand. Miss 3 turns in a row and the system folds you automatically.

Points

EVERY TILE HAS A VALUE.

Each tile scores two components: a position value (1–3) randomly assigned to each tile and visible to all players, plus a hidden pulse value (1–3) randomly assigned and only visible on your own tiles. Your score updates live. Opponents can see your total but not your pulse values.

3 2
BONUS (top-left)
Hidden or visible resource pickup — ⚡ spike, ⬡ shield, or ? unknown. Only on unclaimed tiles.
POSITION VALUE (top-right)
Worth 1–3 points, randomly assigned each game. Visible to all players at all times.
SHIELD (centre)
⬡ icon appears when a tile is shielded. Blocks one spike attack.
PULSE VALUE (bottom-right)
Secret 1–3 bonus points, randomly assigned. Only visible on your own tiles — opponents never see this number.

Intelligence

READ THE ROOM.

Every player's noise bar is visible to everyone. It rises when you claim or collect. It falls when you spike, shield, or READ. That one signal controls six interconnected systems.

🔥 GONE HOT (noise 5) A hidden bonus tile spawns on the board. Your spike gains splash damage — removing a shield from one adjacent enemy tile. Diagonal claims cost 0 charges. But your exact charges are visible to everyone, and you're easier to READ.
❄ GONE COLD (noise 1) Your tiles become immune to spikes for one turn. Your claims are silent (no noise change). Opponents can't READ you at all. But spiking a COLD player costs double, and shielding against a HOT opponent is free.
👁 INFO LEAKAGE At noise 4–5 your exact charges are visible to all opponents. At noise 3, a vague HIGH/MED/LOW hint. Below 3, you're dark — opponents see nothing. Manage your noise to control what the enemy knows.
📈 NOISE HISTORY A sparkline below each noise bar tracks the last 8 values. Study it for patterns — a steady drop might signal incoming spikes. A flat line means stockpiling. The sparkline never lies.
💰 COST SHIFTS When an opponent is HOT (noise 5), your shields are free. When they're COLD (noise 1), your spikes cost double (2⚡ instead of 1). Fight noisy players with defence, and wait out quiet ones.
👁 READ ACTION Use your turn to scan. At your noise 4–5, READ reveals exact charges and shielded tile locations. At noise 3, you get one random charge type. Below 3, you get nothing. It costs your turn — make it count.

Rules

TURN TIMER & FOLDING.

Miss your turn once and your safest adjacent tile is auto-claimed on your behalf. Miss 3 turns in a row and you are automatically folded — the opponent with the highest score wins.

Tap ✕ FOLD at any time to concede. The opponent with the best current score wins. Use it when the game is lost — don't make your opponent wait.