Category
Game rules
The rules that apply in every match: bridges, wind, light, towers, the rite and the late hours.
Where to start
If this is your first time, read First match. The entries below explain one rule at a time, with the game’s numbers.
- Bridges and landingsBridges are walkways one cell wide. They attach end to end to the tip of one of your bridges or to a landing on the edge of an island.
- RackThree bridge pieces to choose from, for free. A used slot fills up by itself. Pieces that wait get seasoned.
- Decay and Take downA stretch cut off from the temple slowly gives way and collapses. Take down removes one of your pieces or its tip.
- Faith and followersEvery temple has its followers and its faith. Followers decide how many Veiled are born; faith is for miracles.
- MiraclesFour miracles, one per element, change the rock of the sky. You pay for them in faith and they are announced to both players before they act.
- Flyers and nestsFlyers: few, expensive, one per element. They leave from a nest, fly without bridges, have little range, and only one tower shoots them down.
- Crews and ranksEvery Collector chooses who carries its wind. The Veiled rank up with the loads they carry to the temple.
- TruceIf nobody breaks through, you can end the match as a draw: both sides propose the truce.
- Four-player matchFour temples on a cross-shaped world: two against two, or everyone against everyone. Against the computer or online.
- Study of the elementsWhoever carries a Keeper to their altar in a four-player match studies an element of the fallen side and can place its study building.
- Visits of the godsNow and then a God passes through the sky. The sky announces it 20 s ahead and marks a circle on the map for each temple.
- WeavesTwo buildings of different elements, 3 cells or less from each other, weave together and do something neither of them does alone.
- Drifting islandsA little island from a dried-up sky passes over the battle with the last spring of its sky. It stops near each temple, then moves on.
- Day and nightIn long matches night falls, a little before the late hours. At night towers can’t see as far, except near the springs, which glow.
- Island beliefLesser islands watch the temples nearby and believe a little in each one. An island that belongs to nobody and reaches 100 passes on its own to the temple it believes in.
- Character of the GodWhat kind of God you are depends on how you treat those who don’t fight. Whoever repairs and protects is a Guardian God, whoever kills Veiled and breaks houses is a Storm God.
- PrayersNow and then the followers of every temple pray for the same thing, and a God brings it. Answering it gives faith and followers, letting it go makes some of them leave.
- VillagesAround the temple the houses of your followers are born and grow on their own. They give faith and followers, and great houses repair the temple.
- Miracle signsIn the Miracles cards tap “Draw a sign” and draw a drop, a bolt, a curl or a ray on the map: the miracle opens already aimed. A tap on its shadow casts it.
- The handHold down on a rock of your island, pull back like a slingshot and let go: the hand throws a rock that deals 40 damage where it lands.
- Changing landsLesser islands change shape during the match. An island that’s looked after grows by one cell at its edge, an abandoned island dries out and loses one.
- Temples in stagesThe temple grows with the village: the first stage is there from the start, the others come at 8, 14 and 20 points. Each stage gives more health, and the third, from the fifteenth minute, opens the great miracle.
- Great miraclesFour rare, costly miracles, one per God. You make only one per match, from the fifteenth minute, with your temple at the third stage. Everyone sees it coming 20 seconds ahead of time.
- Wind, the resourceThe only resource in the game. The temple gives a little, the Collectors most of it.
- SpringsSprings are on the lesser islands. Each one has an element and a flow, and sooner or later it dries up.
- Steles and lightThe buildings of an element can be placed only in the light of that element. The light comes from the temple and from the Steles.
- SpecialsFour powerful buildings, one per element. They charge over time and you cast them on command.
- Towers and targetsTowers fire on their own and do not turn. Cross towers fire far along their row and their column, circle towers fire short all around.
- Chain explosionsA building that is knocked down explodes and hits everything around it. Buildings piled up fall together.
- Wind bubblesWind bubbles drift across the sky. Tap them when they are over your land.
- Rite at the altarThe Carrier brings the enemy Keeper to your altar. Five signs light up one after another: at the last one you have won.
- Late hoursAfter a certain minute the sky wears down the temples, faster and faster. Matches do not end in a draw.
- Worlds: size, symmetry, codeEvery world is born from a code: size, symmetry, theme, rules and a seed. Two players with the same code have the same sky.
- The opponentThe computer plays with the same rules and the same commands as the player. The level changes how fast it is, how much it knows and how often it makes mistakes.
- LookBanner colors, seals, sky tints and temple ornaments. They only change how your side looks, never the game.