How to play
- Goal
- Bring a shard home with each of your four wardens.
- How it ends
- Finish the round when a kingdom brings all four home; earlier deliveries break a tie.
- Record
- Your unfinished match and latest result are saved on this browser.
- Bring a shard home with each of your four wardens. On every turn, first turn one tile within two cells of any of your wardens to any of its eight directions.
- Choose one of your wardens and drift zero to three steps. Every tile chooses the next direction. Your route preview shows where the drift will end before you confirm.
- Take a shard and stop on entering the world-heart. A carrier reaching its own corner banks the shard and leaves the board. Edges, occupied cells and loops stop a drift.
- Each round gives both kingdoms one turn, then the first player changes. Finish the whole round when someone banks their fourth shard. If both finish, earlier delivery rounds break the tie.
Controls
| Tap a lit tile or choose its coordinate | Select a tile within reach |
|---|---|
| Arrow buttons, then Choose a warden | Plan the twist |
| Warden, drift length, Confirm turn | Preview and commit your route |
| Magnify, then scroll or drag | Inspect the enlarged field |
| Arrow keys, Tab, Enter | Navigate and select |
| Escape | Clear an uncommitted plan |
No turn timer. Active matches and the latest result are kept in this browser. Same-screen play needs no accounts. No ads inside the game.
About The Older Current
A luminous fantasy duel adapted from our oldest printed board game. Redirect the current beneath carved wardens, collect crystal shards at the world-heart, and carry them back through the changing field.
Challenge Wanderer, Keeper or Seer, or share one screen with another player. Symmetric random layouts offer a fresh route each match; the arrows and your opponent determine what happens next.







