Rules & Scoring

Catena is a word-chain game built around one simple idea: connect words using only a small set of meaningful relationships.

A Catena is a chain of nouns. Each word must connect to the next by either context or analogy.

Standard ruleset

A standard Catena game uses:

  • 7 chains
  • maximum 7 words per chain
  • singular nouns only
  • context and analogy links
  • singular nouns only
  • AI judging
  1. for a valid 3-word chain with all links strong the player receives 10 points
  2. each next word in a chain removes 2 points: 4-word chain gets 8 points, 5-word gets 6, 6-word gets 4, 7-word gets 2.
  3. each use of polysemy gets +2 points
  4. penalty for a weak link or bridge is -8 points
  5. the single catena balance cannot go below zero

Detailed Rules

1. Use singular nouns only

Every word in a Catena must be a singular noun.

Do not use adjectives, verbs, or descriptive phrases to manufacture a connection.

tree → forest

green tree → forest

Fixed expressions and multi-word nouns are not used in the standard ruleset.

2. Only two kinds of links are valid

a. Context links

A context link comes from a familiar, characteristic situation in which two things naturally belong together.

Examples:

station → train

door → key

lake → swan

leaf → tree

tree → forest

The relationship should be specific and immediately recognizable.

Mere co-occurrence is not enough.

lake → forest

A lake may happen to be in a forest, but the two concepts do not form a sufficiently characteristic pair.

b. Analogy links

An analogy link connects two things because they share a noticeable property.

Three main kinds of analogy are allowed.

Form or structure

snail → galaxy
both have a spiral form

delta → tree
both have a branching structure

Function

rain → fountain

Symbolism

difficulty → wall

A good analogy should be apparent without any explanation.

3. Analytical links are not allowed

Some relationships are logically correct but make Catena too easy. These are not valid links.

Category relationships

tree → plant

bear → mammal

Cause and effect

winter → spring

sun → plant

Composition

beer → water

Opposition

fire → water

Generic classification

object → thing

Catena is based on association and analogy, not on constructing chains through formal reasoning.

4. Arbitrary personal associations are not allowed

A link must make sense independently of one player’s private experience.

For example:

car → office ✗

because “I drive to my office by car” is a personal association rather than a generally recognizable context.

The same principle applies to obscure private references, local jokes, highly specific quotations, or associations that only work after a personal story is supplied.

5. Links should be obvious

A good link should require little or no explanation.

A useful test is:

If you need an explanation to make the connection convincing, the link is probably weak.

For example:

spiral → hurricane is a strong analogy.

spiral → fern can be defended by referring to the curled form of a young fern frond, but the connection is less immediate and would normally be judged weak.

A link can therefore be:

  • strong (valid)
  • weak (valid, penalized)
  • invalid

Weak links receive a scoring penalty.

6. Test bridges

A Catena is judged not only one link at a time.

Two individually valid links can still create a weak three-word bridge if the middle word is too generic.

For example:

bathroom → water → river

Both neighboring links can be understood, but water acts as a very broad semantic hub. The same bridge survives many unrelated substitutions:

drop → water → river

bathroom → water → ocean

glass → water → lake

A stronger bridge narrows the path rather than merely passing through a very common concept.

A useful bridge test is:

If either neighboring word can be replaced by many unrelated alternatives without effect on the bridge, the middle word may be too generic.

Weak bridges receive a scoring penalty even when both individual links are valid.

7. Shorter chains score better

Within the limits of the current ruleset, shorter valid chains are preferred.

For example:

mirror → bath → river → delta → leaf → tree → forest

can be shortened to:

mirror → bath → river → delta → tree → forest

if delta → tree is accepted as a strong analogy.

And an even shorter solution may be possible:

mirror → crack → branch → tree → forest

The challenge is not merely to reach the target word, but to do so with a chain that remains strong at every step.

Different rulesets may place different emphasis on brevity.

8. Wordplay is encouraged

A word may change meaning inside a Catena.

This is allowed and can make a chain more elegant.

For example:

gate → key → music

Here key shifts from an object used with a lock to the musical meaning of the word.

Effective use of polysemy receive a bonus.

Scoring factors

Catena scoring is based on several factors.

1 Validity

Every link must follow the core rules.

A Catena containing an invalid link does not qualify as a fully valid chain.

2 Link quality

Clear, vivid, characteristic links score better than strained or obscure ones.

Weak but defensible links may receive a penalty.

3 Bridge quality

Generic bridge words can reduce the score even when their neighboring links are individually valid.

4 Length

Within the standard ruleset, shorter chains score better.

Wordplay and elegance

Use of polysemy receive a bonus.

Standard game

In the standard ruleset, you build:

7 chains

with a maximum of:

7 words per chain

using:

context + analogy links

The AI judge evaluates each chain for validity, link quality, bridge quality, and length.

Other rulesets

Catena can be played with different constraints.

Planned variants may change:

  • maximum chain length, from 5 words to unlimited
  • number of chains, from 1 to 12
  • permitted links: context + analogy or analogy only

For example, an analogy-only game with no word limit creates a much harder form of Catena focused almost entirely on structural, functional, and symbolic thinking.

The core rules remain the same. Only the game parameters change.

Why these rules exist

Catena’s rules are not arbitrary restrictions. They are designed to keep the game difficult enough to be interesting.

Without them, almost any pair of words could be connected through obvious shortcuts.

For example, if analytical links were allowed, a player could move through broad categories:

oak → tree → plant → organism → animal → dog

The chain is logically correct, but there is very little creativity in it. Once category links are allowed, large parts of the vocabulary become connected through the same predictable hierarchy.

The same happens with very general words:

bathroom → water → river

Both links can be defended, but water is such a common bridge that it makes the move cheap. The same pattern works just as easily in:

glass → water → river
rain → water → river
bathroom → water → ocean

If generic bridges like this were rewarded normally, players would quickly learn to route chains through a small set of “universal connectors” instead of finding more specific and surprising paths.

That is why Catena rewards:

  • specific contextual links,
  • clear analogies,
  • strong bridges,
  • shorter chains,
  • and elegant wordplay.

And it penalizes links that are technically explainable but too generic.

The purpose of the rules is simple:

to prevent easy shortcuts and make every word in the chain matter.

That is what turns Catena from free association into a game of precision, compression, and creative connection.