About Warden's Writ
Command three Wardens against a raid that reveals every strike. Shove raiders into rock, chasm or each other, and stand guard over the village’s ward-stones.
Seven fights. After each, choose a writ: a rule the rest of the run plays by. Today’s Writ is the same seven fights for everyone, and the ten best runs can be watched.
How to play
- Goal
- Hold the stones against each raid: rout the raiders or seal their seams.
- How it ends
- Seven fights make a run, won when the seventh breaks the siege. Each stone lost and each fight lost costs a Ward; at no Wards the writ is failed.
- Record
- Each journey keeps the ten fewest turns and ten fastest times of a broken siege.
- Tap a Warden, then a lit tile to walk there. Tap Act, choose a lit target, then Confirm.
- Blade strikes and shoves. Bow shoots down a line. Book binds and pulls, or raises a one-turn ward. Any Warden may guard a stone.
- A shoved raider’s strike moves with it. Bog costs the action; a chasm is the end; a seam is where the next raider climbs out.
- Hold the stones, rout the raid, or seal the seams. A stone lost costs a Ward; at none, the writ is failed.
Controls
| Input | Action |
|---|---|
| Tap or click | Select, walk, target, confirm |
| Tab | Next Warden |
| Arrow keys and Enter | Move the cursor and tap |
| A · U · E | Act · Undo · End turn |
| ? | How to play |
| R · |◀ | Restart the run from its first fight (asks once you have moved) |
Good to know
Three ranks: Reeve, Warden and Marshal. No timer. Progress saves in this browser.
























































