Dex, the kid behind you, keeps drawing invaders across your notebook in violet gel pen. Doodle defenders in the margins and scribble out everything he tries.
Dex, the kid who sits behind you, is drawing invaders across your notebook in violet gel pen. They walk the highlighted track. Every doodle that reaches the end costs you hearts: bigger doodles cost more, a finished drawing costs more than a half-drawn one, and every note Dex wrote on it adds 1.
Pick a defender from the shelf and tap an empty spot on the page to draw it. Your defenders scribble Dex's doodles out: every hit piles on pencil until a big X slams down. Tap a placed defender to upgrade it, choose who it aims at (Front, Back, Nearest or Biggest), or erase it for 75% back. Changed your mind? Anything you bought since the last round comes back in full, unless it already used an ability.
Every defender has three upgrade paths with five tiers each. Pick one main drawing: it can go all the way to tier 5. The other two paths are side sketches, and they share 2 upgrades: 2 in one, or 1 in each. "+N vs HEAVY" hits HEAVY doodles and bosses harder; "+N vs TOUGH" hits snail-sized doodles and bigger, plus anything with ARMOR. New abilities need to recharge before their first use.
Scribbling out a doodle pays its bounty. After every round you get your allowance, which goes up every 10 rounds; keep your page neat (no hearts lost) for rounds in a row and it grows by up to 60%. Money Trees pay more the longer they stand. Bards play one song at a time for the defenders around them: tap one to switch. Your hero earns pencil points every round and levels up on its own, with new abilities at levels 2 and 6 and a capstone at 10.
Free Draw puts every defender on the shelf, with no Doodle Breaks. You can add one of Dex's Free Draw dares: Backwards Day, Pen Only, One of Each, Crowded Margin, Paid Up Front, Hand Cramp, Tiny Pencil or Dex Picks. Co-op always plays Free Draw, dares included.
Win a page and the teacher grades it: B on Easy, A on Medium, A+ on Hard, A++ on No Take-Backs. Lose no hearts and she circles it. If Dex takes over your page, you get one do-over every 20 rounds (not on No Take-Backs or Pen Only).
You start with your hero and three dealt defenders. Every 5 rounds Dex passes you a note. Pick which of his ideas he draws next (two, or three with the Peek sticker; the spicy one pays more; on Hard and No Take-Backs his first idea waits until round 15), then keep one of the cards: a new defender for your shelf, something to draw on the page, or a bet (a 5-round side bet on Living Page; Dex's dares are the Free Draw rules above). Your shelf holds 8 defenders; once it's full, new defenders come as swaps. Free Draw is the classic game with every defender and no breaks. Some cards are stickers: they bend one rule for the rest of the run. Your sheet holds four.
Every kind of doodle you scribble out gets filed in your Evidence Folder with Dex's scrawl on it. Beat one a special way and it gets a gold star; once you have opened the folder, a little pencil ? tag marks filed doodles still missing theirs. Gold stars unlock your margin notes (pick up to 3 before a page) and extras: hero level 10 kits, dares, Doodle Break cards and looks. Rare misprints show up too. Scribble them out before they get away.
Dex writes rules on his doodles. They're spelled wrong. They still work.
Bosses are too big to strip: nothing removes their notes.
Share this page with teammates in your organization. Everyone who opens it can host or join a lobby with a four letter code. You share hearts, keep your own cash, and split scribble-out cash evenly.