
This is the complete rulebook for Lane Dash, the runner at the heart of Daman Game. It takes about two minutes to read and will save you a lot of early crashes.
The track
You see the track from above. It has three lanes, and your gold racer sits near the bottom of the screen. You never move forward or back yourself: the track comes to you. Your only decision, over and over, is which lane to be in.
Three kinds of object come down the lanes:
- Striped blocks (orange and navy). Touch one and the run is over, unless you hold a shield.
- Gold sparks. Drive through one to collect it. They come alone or in short trails of three.
- Blue shield rings. Rare. Collect one and the next block you hit breaks instead of you.
Controls
| Device | Move left | Move right |
|---|---|---|
| Touch screen | Swipe left, or tap the left half of the track | Swipe right, or tap the right half |
| Any screen | The ‹ pad under the track | The › pad under the track |
| Keyboard | ← or A | → or D |
Each input moves you one lane. To cross from the left lane to the right lane, swipe or tap twice. Pause with the middle pad, P or Esc.
Scoring
Your score has two parts that are added together:
- Distance. One point for every stretch of track that passes under you. Faster gears cover more track per second, so distance points speed up too.
- Sparks. Each spark is worth 10 points multiplied by your current streak multiplier.
The spark streak
Collect sparks one after another and your streak grows. Every four sparks in a row add one step to the multiplier: ×1 for the first three, ×2 from the fourth, ×3 from the eighth, and so on up to ×5. If a spark slides past you uncollected, the streak resets and the multiplier falls back to ×1. A full streak turns each spark into 50 points, which is why good players take small risks for a trail of three.
Example: you collect eight sparks without missing one. They score 10 + 10 + 10 + 20 + 20 + 20 + 20 + 30 = 140 points, on top of your distance.
Gears
The run starts in gear 1. Every 12 seconds the track shifts up one gear, to a top of gear 8. Each gear adds speed and pulls the rows of blocks a little closer together. A short banner tells you when you shift.
| Gear | Reached after | Track speed (units per second) |
|---|---|---|
| 1 | 0 s | 36 |
| 2 | 12 s | 43 |
| 3 | 24 s | 50 |
| 4 | 36 s | 57 |
| 5 | 48 s | 64 |
| 6 | 60 s | 71 |
| 7 | 72 s | 78 |
| 8 | 84 s | 85 |
When a run ends
A block without a shield ends the run. You see your score, distance, sparks, longest streak and top gear, and the run is added to your racer card. If you have no card yet, it goes onto a guest card that you can name later on the register page.
Ranks
Your rank is set by your single best score:
- Rookie: 0 points or more
- Pacer: 250 points or more
- Sprinter: 700 points or more
- Racer: 1,500 points or more
- Ace: 3,000 points or more
- Legend: 5,500 points or more
Five habits of long runs
- Sit in the middle lane whenever you can. From there, both other lanes are one move away.
- Look at the second row, not the first. By the time a row is close, your move should already be made.
- Chase a spark trail only when the lane beside it is clear for the next row too.
- Grab every shield. At gear 6 and above it is the difference between a good run and a great one.
- Tap, do not hold. One clean tap per lane is faster than a long swipe.
Rules learned? Then take the racer out for a run.