About Warden's Writ
A tactics game with nothing rolled. Every raider draws its strike before you move; you have three Wardens, one move and one action each, and a village of ward-stones that cannot move at all. Shove a raider and its blow goes with it — into a rock, a chasm, or its own friend. Stand guard beside a stone and take its hit yourself.
A writ is seven fights across two villages and a siege. Between fights you choose one of three writs — a rule the rest of the run plays by, never a bigger number — and the Wards you carry are the stones you have failed to keep.
Today's Writ is the same seven fights for everyone. Because no dice are anywhere in it, a run is exactly the taps that made it, the board replays every submitted run to score it itself, and any of the ten can be watched.
How to play
- Tap a Warden, then a lit tile to walk there. Tap Act, then a lit target: the board shows what will happen; tap Confirm.
- A move can be undone until the Warden acts. Tap any raider to read what it will do, and in what order.
- Blade strikes and shoves. Bow shoots along a line. Book binds and pulls, or raises a one-turn ward. Any Warden may stand guard beside a stone.
- A shove into anything hurts both. 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 — the fight names which. Lose a stone and you lose a Ward; at none, the writ is failed.
Controls
| 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 |
Three writs — Reeve, Warden and Marshal — that differ by the raid's strength and the Wards you start with. Every fight is generated for the squad you actually have and kept only if a one-ply bot can win it while holding the stones, and doing nothing would lose one. No timers anywhere. Progress and settings are saved in this browser. No accounts, no network during play, no advertising.







