Follow the same rules beyond a single example.
The practice record begins with the usual opening offsets: zero, two and four positions around the six-symbol loop. Shift one column by a single step, select one of the five legal routes and collect exactly one award. A different route may look attractive, but only the selected three symbols count.
Unlike the puzzle room, this page has no required symbol identity. A one-counter route is a valid result. The record proceeds through six turns and does not replace an ordinary player’s decision with a generated move.
Watch the evidence accumulate.
The board is not restored between turns. Your previous shift creates the position you inspect next, and the turn history records the route, point award and any matching stamp. Each collection contributes to the running total shown beside the rack.
Strike belongs to the whole practice record. Preview it when useful, then collect to spend it. Closing a preview leaves the card available; collecting the copied route uses it once. The actual reel symbols return to view immediately after the count.
Read a practice total honestly.
Six collected turns produce the final counter total, two points for each different stamp identity and one point if Strike remains unused. The display includes these same components while the collection grows, so it is a running value rather than a promise about later turns.
This is one collection played locally on a device. At a physical multiplayer table, other people move the shared rack between your turns. The group guide explains that clockwise handover; this practice page has no opponent and does not invent one.
