Pipeline is the default. Nodes run in dependency order. Pipe mode sets what a node receives: ancestors gives every upstream output, and direct gives only the cards wired straight into it (packages/flow/README.md, Engine).
Swarm treats every non-synthesizer card as a peer, and the edges between cards are never read. Round 1 gives every agent the run task. Each later round re-prompts every agent with its peers' answers from the previous round. One synthesizer card reads the final round and writes the verdict. Rounds default to 3 and are capped at 6. A swarm costs agents × rounds + 1 sessions, so four agents at six rounds is 25 sessions (packages/flow/README.md, Modes, Swarm).
Orchestration is a tree with one root, the card nothing points at, and every other card owed to exactly one parent. The orchestrator uses openflow_dispatch and openflow_finish tool calls, with a fenced block as the fallback (packages/flow/README.md, Modes, Orchestration). Depth defaults to 2 (capped at 4), and dispatches per orchestrator default to 3 (capped at 6). An orchestration costs 1 + Σ(children × dispatches) sessions per level (packages/flow/README.md, Modes, Orchestration).
Gauntlet is orchestration that stops on a written bar instead of a count. Builders work, and critics, which are cards with the reviewer role, judge the result against the bar. A critic gets a new session for every verdict. A final answer that no critic has judged is refused once, and a second one fails the run (packages/flow/README.md, Modes, Gauntlet). Three bounds are live at once, and the first to fire wins: spend (default $5, at most $500), wall clock (default 60 minutes, at most 12 hours), and stall, meaning the same batch dispatched three rounds running. A model the catalog cannot price blocks the run (packages/flow/README.md, Modes, Gauntlet).