How to play
- Goal
- Pair equal wardstones along a clear horizontal-and-vertical link with no more than two turns.
- How it ends
- A chamber is won when every stone is removed; there is no loss, and you can Undo or Restart while playing.
- Record
- Your first clear time is kept for each chamber, and the fastest verified first clear appears beside the chamber and on the page trophy.
- Tap one wardstone, then its matching twin. A link can travel through empty squares and around the open border, but it cannot cross another stone or turn more than twice. The worked picture follows two equal wards around the left border of the real first chamber, then shows them removed while other stones remain.
- Keep finding clear pairs until the table is empty. Each face has exactly one twin, so any legal match keeps the chamber solvable. A blocked pair stays in place and tells you why; Undo, Redo and Restart let you revisit the same chamber.
- The first-clear clock starts when you open a chamber and continues through Undo, Restart and return visits. A verified first clear can set the named best time. Replays are practice, and all 160 chambers are open from the start.
Controls
| Tap / click a wardstone | Select it, then choose its equal twin |
|---|---|
| Right click / Escape | Cancel a selection |
| Arrow keys | Move the board cursor |
| Enter / Space | Select the focused wardstone |
| Z / Y | Undo / Redo a pair |
| R | Restart the same chamber without resetting its first clock |
Tips for Shisen-Sho
- Use the border A pair blocked inside the table may still link around its outside edge.
- Follow empty spaces Each removal opens more routes; a blocked twin may become reachable later.
- No dead ends Every legal pair has one twin, so you can follow any clear link you see.
Every fixed chamber has been independently checked to clear. The four shelves are open from the start. Your first clear time stays in this browser, and practice replays cannot replace it.
Watch how to play
About Shisen-Sho
At the warden's lamplit table, carved wardstones come in matching pairs. Remove a pair when a clear path joins them with no more than two right-angle turns.
Explore 160 fixed chambers across four open shelves. The shortest link glows before each matched pair lifts away; empty spaces and the border become new routes as the table clears.
Each chamber keeps your first clear time. Named verified best times appear beside the table and on the chamber cards; later replays are practice.







