The play starts with the prompter waiting for ensemble members to raise their hands with a suggested cue. The prompter chooses someone; the player communicates by pointing to a body part from the score to indicate a certain improvisational system, with a number of fingers raised to define the action to be taken within the system. In some cases, the player also communicates specific players for that cue. When everybody's on board, the prompter lowers the card in a clear downbeat to start the music. It's immediately permitted, but not always good taste, for any player to now make another call. When to recognize the next call is the discretion of the prompter. The addition of Guerrilla Systems allows a player to become a renegade and play as he/she chooses, or to take on compadres and subvert the entire proceedings. Guerrilla Systems are halted by stealth from the rest of the ensemble in a throat slitting gesture to the prompter that must go undetected by the Guerillas. The game then takes up where it left off. The play ends with the cueing of one of three end cues, which the prompter will give three chances to be countermanded. A typical "Cobra" lasts anywhere from one to fifteen minutes, with several "Cobras" making up a performance.
At this point, a reading of the following annotated score should get you going. In addition, here is a colored clean up of Zorn's original 1 page score, which doesn't explain anything, but is a good cheat-sheet for performers.
| MOUTH | 1. | POOL | players not playing may come in; players already playing stop or radically change the quality of what they are playing | |
| 2. | RUNNER | caller selects players to come in at downbeat, others stop | ||
| 3. | SUBSTITUTE | those playing must stop; those not playing must come in | ||
| 4. | SUB CROSSFADE | those playing fade out while those not playing fade in | ||
| NOSE | 1. | DUOS | choose someone to play with, any length, any number of times | |
| 2. | TRADES | chains of traded solos by pointing, anyone can start another up | ||
| 3. | EVENTS 1, 2 or 3 | one, two or three singular sonic occurrences at will | ||
| 4. | BUDDIES | like duos, but once | ||
| EYE | 1. | CARTOON TRADES | loud, outlandish gesture, pass to anyone | |
| 2. | ORDERED CARTOON TRADES | to left or right | ||
| with guests | player can draft one or more to join their turn | |||
| EAR | 1. | G = G | same group of players radically change the music at downbeat | |
| 2. | M = M | players pick substitutes who try to play the same music | ||
| 3. | VOLUME |
crescendo, decrescendo or abrupt change as prompted | ||
| HEAD | 1. | SOUND MEMORY 1 | write down what you're playing; reproduce when called | |
| 2. | SOUND MEMORY 2 | a second set | ||
| 3. | SOUND MEMORY 3 | a third; any memory number can be recalled | ||
| PALM | 1. | CUT | silence, as abrupt ending to the piece | |
| 2. | CODA | 5 to 10 second resolution, natural ending; stop on final downbeat | ||
| 3. | HOLD & FADE | at downbeat, sustain your note and decay | ||
| Palm cues can be flagged off up to 3 times by making another non-ending call. | ||||
GUERRILLA SYSTEMS
Lone Renegade just dons a headband and does as they please ... or
SQUAD LEADER + 2 — guerrilla raises fist and chooses 2 cohorts whose primary duty is to watch out for a spy, who can end their reign with an undetected throat slitting gesture to the prompter, who'll hold up a ? sign to ask the guerillas who did it. They can all impose the following tactics on the rest of the group:
TACTICS
| 1. | Imitate | indefinite | (crooked finger "come here" & indicate who) | |
| 2. | Trade | indefinite | (point back & forth to indicate participants) | |
| 3. | Hold | either | (flat palm drawn horizontally; long tone) | |
| 4. | Capture | to downbeat | (thumbs up directed at a player cuts them) | |
| 5. | Switch/crossfade | to downbeat | (circles with pointing finger) replace given players |
OPERATIONS (Squad Leader only makes calls)
| FIST | DIVISI | squad leader tactics (as above & can call solos over bg) | |
| INTERCUT | Locus Unit (cut to the Guerrilla trio, who use hand cues) then return to the previous sound and players | ||
| FENCING | Unit (can substitute an alternate player) genre playing. Starts as solo in recognizable style, next player joins in constrasting genre. No silence. | ||
| GUERRILLA UNIT LIFE SPAN: 7 Downbeats | |||
| SPY | may cut unit during OPERATIONS ONLY if unidentified. | ||
| Unit members may cut at any time | |||
| end of Divisi superimposition — back to regular system | |||
| thumb = stop | |
| hand = rhythm | |
| finger = pip | |
| hand = drone | |
| back & forth = trade | |
| one = intercut | |
| cut = change |