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Private match

Players
Mode
Map seed WELLSPRING

12 characters · separate starting sectors · replayable terrain

Company
3 characters
Equal budget
15 affinity
Planning
90 seconds
Victory
Elimination

Your company

✓ 15 / 15 · legal
Affinities · 5 / 5Water stays highest · up to 3 elements
Fire2
Water3
Earth0
Air0
Light0
Dark0
Signature · creator discountCurrent Anchorheal 3 · Wet · Anchored3 Flux

How to play

  1. Last company or team standing wins.

    Each player commands three characters from their own starting sector. Allies are marked in team games. Only a simultaneous defeat of every remaining team is a draw.

  2. Move, then choose a spell or Guard.

    Tap a character, choose a landing, then aim one of their four spells or signature. Unplanned actions default to Guard, which reduces damage and recovers Flux.

  3. Resolve order.

    All movement happens first, then all spells travel together. Crossing projectiles can combine midway. Fields react with existing terrain; area spells can hit allies.

  4. Plan privately within 90 seconds.

    End turn seals your company’s orders. At the deadline, unsubmitted companies hold and Guard. No one can see another player’s draft, including allies.

  5. Closing ground forces a finish.

    From round 12, safe ground contracts by two rings every two rounds. Characters outside take increasing damage after spells and displacement; Guard and Ward do not block it. Eventually only the centre is safe. The warning and dashed line show the next closure before it happens.

  6. Use the terrain.

    Forest provides cover, ruins block sight and movement, and height improves downhill reach. Floods slow passage; Ice slides to the last connected icy hex. Inspect a cell for its current field and exact effects.

Sound levels