Guide · Rules & Modifiers
Cobb Can Move Rules & Modifiers Explained
The changing rules are the heart of Cobb Can Move. Here is exactly what changes, why it changes, and how to beat every version of Cobb the game throws at you.
Last updated May 19, 2026
What “the rules change” means
Every level rolls a modifier that changes Cobb’s behavior or pressures the player. The rule banner is not flavor text; it is the information you need to survive.
Cobb modifiers
| Rule | What changes | Counter |
|---|---|---|
| HEAR | Cobb tracks loud actions. | Walk deliberately and use rocks carefully. |
| SEE | Cobb commits when it sees you. | Break line of sight. |
| SMELL | Cobb follows scent trails. | Avoid doubling back through fresh paths. |
| REACH | Grab range is longer. | Keep wider distance around corners. |
| DUPLICATE | More than one Cobb hunts. | Use light and short routes. |
| FASTER | Cobb moves faster. | Rely on stuns and light, not races. |
Player debuffs
Freezing slows and pressures movement. Starving makes carrots matter. Both force you to route with more urgency.
Frequently asked questions
What does "the rules change" mean?
Every level rolls a new random modifier that changes how Cobb hunts you — by sound, sight, smell, reach, by splitting in two, or by moving faster — and can also apply a debuff to you. Reading and adapting to that rule is the core of the game.