How to play
- Goal
- Seal all four rifts at the same time.
- How it ends
- Win with four sealed rifts; lose on the fourth breach or at the end of round 18.
- Record
- Your unfinished game and latest result are saved in this browser.
- Seal all four rifts at the same time. Every rift needs four seals; each accepts only one seal per round.
- Choose a warden, an action and a target, then confirm. Stride moves up to two cells; Strike damages an adjacent enemy; Ward places a barrier; Channel adds a seal beneath you. Each warden has two actions, in any order.
- The first call of each kind wakes its matching swarm family. Repeating the same call in that round is quiet. The party chooses enemy activation order and any tied paths or targets.
- After all eight actions, roll the Maw for arrivals and another enemy response. Three wounds send a warden home and cause a breach. Lose on the fourth breach or at the end of round eighteen.
Controls
| Portrait → call → lit cell → Confirm | Plan and commit a warden action |
|---|---|
| Destination list | Choose a target by coordinate |
| Choose for me | Delegate one enemy tie choice |
| Companion action | Ask a companion warden to act |
| Magnify | Inspect and scroll the enlarged board |
| Arrow keys, Tab, Enter | Navigate and select |
No turn timer. Four wardens in every mode. First vigil uses a fixed wave sequence; other fields use fresh seeds. Browser saves preserve unfinished choices and the latest result. No ads inside the game.
About The Answering
A cooperative fantasy defence game in a moonlit sanctuary. Command four illustrated wardens, raise wards and seal the rifts while your own actions awaken the swarm.
Control all four wardens alone or with friends sharing one screen, or play with three companion wardens. First vigil offers a repeatable gentle opening; standard sanctuary and wandering-rift fields give you fresh waves.







