You have no attacks.

Three pieces. One shoves, one pins, one trades places. None of them does any damage at all. The only thing on the board that destroys anything is a foe's own strike, and every foe shows you exactly what it is about to hit.

So you aim them at each other.

The struck cells are drawn from where a foe ends up standing, which means pushing a foe moves its strike with it. Shove the archer one row down and its arrow lands on the ogre instead of your shrine. A foe struck by a foe is sealed, joins your hand, and can be put back onto the board fighting for you.

And the game promises the turn can be won.

Before the foes' intent is shown to you, the game searches for a line that loses nothing. If it cannot find one, it deals them a different plan. You are never handed an impossible turn. The difficulty is seeing the answer, never whether one exists. If a light goes out, it was there to be saved.

  • Eight lessons up front. Two minutes, and every one of them is a hand built board with exactly one answer.
  • English and Spanish, chosen in the menu and remembered. With nothing chosen it follows the browser, so a Spanish phone opens in Spanish.
  • Ten rooms, five lights. A light that goes out stays out.
  • Perfect information. No dice, no hidden rolls, no percentages.
  • A daily shrine, the same rooms for everyone, with a spoiler free result block to paste anywhere.
  • A new season every week, which bends one rule and comes from the calendar rather than from a download.

No account, no download, nothing to install. Works offline once loaded.

Controls — tap one of your pieces, tap where it should stand, then tap what it should act on. Tap the piece again to let it go. A sealed foe goes back on the board by tapping its crest under the board and then an empty square. When nothing is left to do the turn ends by itself. Space or Enter ends it sooner, h asks for a hint.

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