Contralateral Rules
Last updated June, 2025
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Object
Move your Impulses across the brain, from one hemisphere to the other, and score points. Impulses that successfully reach the opposite staring row score their value. Score more than your opponent to win.
Components
- 22 Impulse pieces
- 19 Neuron tiles
- 9 Synaptic Void tiles
- 2 Mental Block tiles
- 1 brain board
- 1 rulebook
Setup
Give each player a set of Impulses based on the level of play listed below, and one Mental Block tile of their color.
Mix up the 19 Neuron tiles and form two face-down stacks beside the brain board. Reveal the top Neuron tile of each stack and place it face up.
Each Impulse has a hidden value visible only to its owner:
- Four Impulses worth 1 point
- Three Impulses worth 3 points
- Two Impulses worth 5 points
- Two Distracting Impulses with negative values
Beginner
Each player gets three 1-point Impulses, two 3-point Impulses, and one 5-point Impulse. Remove the rest.
Advanced
Each player gets all Impulses except Distracting Impulses, then selects six to use. Remove the rest.
Expert
Include Distracting Impulses. Each player selects six Impulses to use. Remove the rest.
Players place their six Impulses in any spaces in their starting row.
The player who most recently had a thought is the first player.
Gameplay
Players take turns with three actions per turn. They may:
- Place a Neuron tile
- Move an Impulse one hex
- Change your mind
- Place their Mental Block tile
Placing a Neuron Tile
Choose one of the two face-up Neuron tiles and place it onto an empty Neuron space on the brain board. The arrows on each tile represent signal direction for Impulse movement.
After placing a Neuron tile, flip the next tile in that stack face up.
Only one Neuron tile may be placed per turn, except on the first turn when two may be placed. Only one of those first-turn tiles may be adjacent to the player’s starting row.
Moving an Impulse
Impulses move according to the arrow on their current hex. They cannot move onto:
- Synaptic Void tiles
- Mental Block tiles
- Empty spaces with no Neuron tile
Only one Impulse may occupy a hex at a time.
If an Impulse moves onto a hex occupied by an opponent’s Impulse, the opponent’s Impulse is captured and placed in the capturing player’s memory. Players may look at Impulses in memory at any time.
Impulses cannot be captured while in their starting row.
If an Impulse reaches the opponent’s starting row, it completes integration, is removed from the board, and is placed in the player’s scored area. Its value is added to the player’s score.
Changing your mind
After the first turn, a player may rotate any unoccupied Neuron tile as an action. The tile must remain in the same space.
Placing a Mental Block tile
Once per game, a player may place their Mental Block tile on any hex, including their starting row.
- No Impulse may occupy that space
- No Neuron tile may cover it
- The tile cannot be moved or removed
- If placed on a Neuron tile, that tile cannot be rotated
Distracting Impulses (Expert Only)
Distracting Impulses have no value when reaching the opposite hemisphere.
If captured, they move to the opponent’s scored area and reduce their score:
- -2 points if captured after crossing the Corpus Callosum
- -1 point if captured before crossing the Corpus Callosum
Synaptic Void Tiles
If a hex space can no longer be covered by a Neuron tile, place a Synaptic Void tile there.
Impulses cannot move into Synaptic Void tiles.
Goal and Endgame
The game ends when one player has no Impulses remaining on the board.
The opposing player may move any Impulses that have already crossed the Corpus Callosum into the opposite hemisphere to complete their integration and score them.
Impulses that never crossed the Corpus Callosum return to their starting row and do not score.
The player with the most points in their scored area wins.
Tiebreakers
- Most Impulses in the scored area
- Most points in captured Impulses (memory)
- If still tied, play again