"Your rolls paint the four anchors, and each turn every painted anchor runs its card the painted way."
Your rolls paint the four anchors, and each turn every painted anchor runs its card the painted way.
Place cards into the 4 anchors free, but only before your first roll — rolling locks placement. Then roll 2 dice: the number die (1–4; blank = lowest bare anchor, or anchor 1 if none is bare) picks an anchor, the element die paints it.
A roll OVERWRITES whatever paint was there; a blank element scrapes the anchor bare. Either can reduce your distinct-colour count. Energy each turn = distinct colours (minimum 1, nothing carries over), so a reroll can lower next turn's income. Stone is roll-immune: a roll hitting it does nothing and refunds its cost. Paint otherwise persists across rerolls and turns.
At turn end every painted anchor holding a card fires it the paint's way, slots 1→4. Card colour = ground colour doubles the effect.