Aeolia Wiki Four-player match
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Rule

Four-player match

Four temples on a cross-shaped world: two against two, or everyone against everyone. Against the computer or online.

Since v17.1.

The cross-shaped world

The four home islands sit at the arms of a cross, each turned a quarter turn from the next. Everyone has the same sky in front of them. The world is Medium or Large: Small is too tight for four. Every side has a color and a sign: Blue (circle), Red (square), Gold (triangle), Bone (diamond). At the top are the four temples: yours first, with your ally under it, the others on the right.

Two against two

Blue and Gold against Red and Bone: allies sit at opposite arms, enemies at the sides. Towers do not fire at allies. You can hook one of your bridges to the tip of an allied bridge, but Carrier and Veiled walk only on their own side’s cells. An ally’s element light does not count for your buildings.

Everyone against everyone

Each for themselves: the last temple standing wins.

Who leaves

When a Keeper turns to light on an altar, its side leaves the match: its buildings go dark, its bridges and islands give way like cut-off stretches. Whoever carried it to their altar studies an element (see Study of the elements). The team that remains wins. Online, whoever leaves the match is out right away and the others go on. If nothing arrives from a player for 30 s, they are out too. A free seat in the room is taken by the computer.

End and truce

The Late hours apply to all temples. If all temples in play are down and nobody carries a Keeper, the side that stayed standing longest wins, with its team. The Truce ends in a draw only if all the sides still in play propose it.

How to play

Against the computer: in New world choose Players: Four and how to play. Online: in the lobby tap Create four-player match. Ranked matches stay one against one.

See also

Mentioned here or mentioning this page
Arch of High Winds · Free play and New world · Late hours · Study of the elements · Truce

This page on the relation map

What’s new

  • v24 Islands change during a match. A cared-for island, with a house on it or that believes strongly in you, grows by one cell at its edge. An island that was left behind, once someone’s and now nobody’s, dries up and loses a cell. At most four cells more or two fewer.
  • v24 Four great miracles, one per God: Cloud Tide, Night of Bolts, Joining Vortex, Long Noon. You get only one per match, from the fifteenth minute, with the temple at the third stage. Everyone sees them coming 20 seconds early. They are in the miracles panel, under the others.
  • v24 Omens, the “Cross” symmetry, the looks and the Collector’s crews are now in your language. The “End of the route” feat asks for all fifteen worlds.
  • v23.2 The tale has a soundtrack: strings, harp and the four-note theme, one note for each god, with the wind, the rain, the stones, the footsteps and Refolo’s wings. It starts at the first tap.
  • v22.1 The Gust Tower’s cross shows in full even when it crosses a higher terrace, like the temple’s. Before, the arm going up onto the terrace ended up under the ground and disappeared.
  • v22 Towers come in two families. Cross towers shoot far, but only straight along their row and column: Gust Tower, Hail Mortar, Arch of High Winds. Circle towers shoot all around, but short: Lightning Pylon, Burning Mirror, Twin Mirror.
  • v22 When you place a cross tower you see its cross. You also see the nearby enemy towers that can reach that spot: cross towers as a red cross, the others as a circle.
  • v22 Ranges are about a third shorter: the Gust reaches 7 cells, the Mortar 8, the Pylon 4 and a half. No tower can hit a temple from halfway across the map anymore. A cross tower hits the temple if its row or column crosses the temple yard, the 3-by-3 courtyard around the temple.
  • v22 The tutorial teaches the cross: the first Gust and the enemy one are on the same row, and a bridge takes the last Gust onto the enemy temple’s row.
  • v21 Under the God’s line is Cirro’s: what he’s doing, four small bars for how much he likes repairing, escorting, hitting and gathering, and two buttons. “Good job” makes him do what he just did more often, “No” less often. Tap his name to see him on the map.
  • v20 The end of a four-player match has the same lines as a two-player one. “Out at minute” and “Studies” only appear with four players, and only if someone was knocked out or studied an element.
  • v20 New world no longer closes by itself when you open it right after another screen: on a slow device the click on “Four” could get lost.
  • v18 Siege: in New world, on the Cross, “How to play” has a third choice. You and an ally against eight waves of armed enemy islands, which come down at the marked spot. You win when no enemy island is armed anymore; a line at the top tells you which wave you’re on.
  • v18 World of the Day together: from the World of the Day page, “Together” plays today’s world as a Siege, on a Cross, with a computer ally. For now it doesn’t go on the leaderboard.
  • v18 In four-player matches the messages follow the story: the enemy Keeper brought to your altar turns to light and rises to the gods. The route says fifteen worlds in the Feats too.
  • v17.3 The Route of the Winds has fifteen worlds in six chapters, and each world gives you just one new thing. You start with bridges, Collectors, Gusts and Steles; then, one world at a time, come the Wall, the four elements, the specials, faith and miracles, the crews, the nests and the truce.
  • v17.3 Branching pieces arrive too: T-shaped, “f”-shaped and cross-shaped. One tip attaches, another can reach a landing, and the others stay free so you can keep building from them.
  • v17.1 Four-player matches on a cross-shaped world: four home islands at the arms of the cross, each with the same sky in front of it. You play two against two (Blue and Gold against Red and Bone) or free for all.
  • v17.1 Against the computer: in New world choose Players: Four and how to play. Online: the lobby has Create four-player match, and the computer takes the empty seats.
  • v17.1 The four temples are at the top, each with its color and its sign (circle, square, triangle, diamond): you can tell them apart even without the colors. The minimap colors each side’s bridges.
  • v17.1 Online, whoever leaves a four-player match is out and the others keep playing. If nothing comes from a player for 30 seconds, they’re out too.
  • v16 Four miracles, from the Miracles button under the specials. Stone Cloud raises a new islet with four landings. Landslide makes the edge of an enemy island fall away. Current moves an islet. Dawn Bridge lays a straight bridge up to a landing.