Bridges and landings
Bridges 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.
How to lay a piece
Every piece is a path one cell wide, from 1 to 4 cells long. One of its tips attaches:
- to the free tip of one of your bridges connected to the temple, end to end;
- or to a landing of your island, the small lights on the edge.
The other tip can end in empty sky, on a landing of another island or on the tip of another of your bridges. A piece never touches anything on its sides: neither another bridge nor the rock. Bridges pass between the islands, they don’t lean on them. A piece is laid whole. To dock, its tip has to end exactly on the landing: a piece longer than the space does not fit. When a landing is four cells or less from one of your tips in a straight line and none of the three pieces reaches it exactly, the next piece that arrives is the one of the right size. Pieces with branches arrive too: T-shaped, “f”-shaped and cross-shaped. One tip attaches, another can reach a landing, the others stay free and you keep building from them. A neutral island touched by one of your bridges becomes yours, with its springs.

Bridges and the enemy
You can hook your tip to the free tip of an enemy bridge, end to end. The two bridges join: your Carrier can walk on the enemy bridge, but nobody builds on the other side’s planks.
How much they hold
A bridge cell has 60 health. A piece laid as soon as it arrives is fragile and takes up to double damage until it heals: see Rack.
How a bridge falls
Towers do not break bridges. A tower shot on a bridge cell hurts whatever stands on it or passes over it: a building, the Veiled, the Carrier. The plank holds. A bridge falls for three things only.
- Time. A stretch cut off from the temple gives way and collapses after 30 s: see Decay and Take down. A tip that touches nothing starts creaking after 75 s and loses 1.2 health per second until it falls. A building laid on it keeps it steady.
- The sky. The front of the Gust on uncovered tips, the lightning of the Storm and Saetto’s Wrath in the Visits of the gods.
- The powers made for it. The specials Thunderstorm and Deluge, the Cistern, the Landslide among the Miracles and the Blaze weave (see Weaves).
These do not break bridges: towers, the Thunder Well when it throws a bolt back, the Nimbus weave, the explosion of a building knocked down, the rock of the hand and that of Cirro. An islet of the Siege coming down crushes the planks under it instead.
Building on bridges
You can lay a building on one of your bridge cells. The Veiled squeeze past it and go slower, and when they can they choose another road.
Undo
For 5 s after laying it, the Undo button removes the piece and puts it back in the rack, if nothing is on it yet.
See also
- Affected by
- Deluge
- Gets help from
- Light Shield
- Skies that hinder
- Gust
- Feats
- First walkway · Solid bridges · Weaver
- Mentioned here or mentioning this page
- Carrier · Cirro · Cistern · Collector · Decay and Take down · Defending the Veiled · Miracles · Rack · Siege (game mode) · Storm · The hand · The Veiled · Thunder Well · Thunderstorm · Towers and targets · Visits of the gods · Weaves
What’s new
- v24.3 On a phone the bridge bar goes down to the edge, beside the comments button: the empty strip under the bar is gone and you see more of the map.
- v24.3 The bridge pieces in the bar are drawn as real stretches of bridge, with wooden planks, ropes along the sides and posts at the corners, instead of brown squares.
- v24.3 All the icons of the bar, the drawer and the round buttons are painted in the same style as the bridge pieces: a dark outline, colour lit from above, counters on small brass plates. Towers are in warm stone, with their element's colour as a glow. Rotate has two arrows.
- v24.3 On the computer, moving the mouse over the map shows only the outline of the piece or the building. The first click chooses the spot and the choice stays there even if you move the mouse; a second click on the piece places it. Esc drops the choice.
- v22.4 Rain falls on the islands, not on the screen: when you move the view, the drops stay where they are. Small rings of water open on the islands and bridges.
- v22 Towers don’t break bridges anymore. A shot on a bridge hurts whoever is on it, but the plank holds. A bridge now falls in just three ways: cut off from the temple for a while, hit by the sky (the Gust on the tips, storm lightning, Saetto’s Wrath), or hit by the powers made for it: Thunderstorm, Deluge, Cistern, Landslide and the Blaze weave. The Landslide now also drags down nearby enemy planks.
- v22 On Gale and Tempest, from the tenth minute the computer tries to reach your temple before the late hours: a tower on its row or column, then a bridge for the Carrier. Fewer matches end in a stalemate or a truce.
- 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 Cirro, the guardian: every temple has a cloud bird with a heart of stone. He flies on his own and does one thing at a time: he repairs your buildings and bridges, escorts one of the Veiled, throws a rock at the nearest enemy building, or grabs a wind bubble over your lands.
- v21 Miracle signs: in the Miracle cards, tap “Draw a sign”, the cards close and the map stays clear. Draw a drop (Stone Cloud), a bolt (Landslide), a curl (Current) or a ray (Dawn Bridge): the miracle opens already aimed, and one tap on its shadow casts it. “Cancel” goes back. You can still tap a card, like before.
- v20 Island belief: the nearby lesser islands watch your temple and believe in you a little. Houses, passing Veiled, working Collectors and miracles make them believe. At 100, an island that belongs to nobody becomes yours without a bridge.
- v20 An island that believes in you can hold Collectors and Steles and opens its landings. Towers can go there once a bridge links it to the temple, and only then do the Veiled go and fetch its wind.
- 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.
- v17.2 Bridges: a piece is placed whole. If it’s longer than the space in front of a landing, it no longer goes in cut short: the ghost turns red and says “Piece too long: the tip must end right on the landing”. When a landing is close, the next piece that arrives is the right size.
- v17.2 With the bridges the rules change: replays and saved matches from v17.1 open with the v17.1 page, as with older versions.
- v17.1 Painted graphics: brushstroke outlines, warm and violet light in layers, rock roots under the islands, a path from the temple to the landing, a sunset in the late hours. With “Graphics quality: Low” you get the old simple look back.
- v17.1 When a Keeper is offered, its side leaves the match: its buildings go dark and its bridges give way. The team that’s left wins, or the last temple standing.
- 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 Flying units: each element has its own nest. The Kite Nest steals bundles from enemy Veiled, the Spark Nest burns enemy buildings, the Cloud Nest blinds towers, the Lantern Nest repairs bridges and buildings.
- v17 Flyers don’t need bridges, but they can’t fly for long and go back to the nest to rest. Each family has just one counter: the Mirror for kites, Mist for sparks, the Gust for clouds, the Pylon for lanterns.
- v17 Who carries the wind: tap a Collector and choose between the Veiled, Wind Runners (fast, carry little), Stonebearers (take a hit and repair the bridge), Sunwings (fly over the sky) and the Cart (slow, carries a lot).
- v16 Followers: every temple has its followers. The number is under the wind and their figures stand in front of the temple. They come when you link springs and hold islands; if you lose bridges or Veiled, some of them leave.
- 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.
- v16 The computer uses miracles from Wind up; Breeze only Stone Cloud and Dawn Bridge; First Flight none. The Bare Hands Omen also bans miracles.
- v14 Building in two taps: choose the building and the game puts it in the closest valid spot. Tap the piece to build it. A line above the bar says what you chose, with an X to drop it.
- v13 A piece that reaches a landing stops there: the extra cells fall off. You no longer need a piece of the exact length.
- v13 The rack has more short pieces. When no piece gets you closer to an island, the next one that arrives does.
- v13 A stretch of bridge cut off from the temple doesn’t fall right away: it gives way slowly and collapses after about twenty seconds. If you link it again before that, it goes back to normal.
- v13 Take down: hold down on one of your bridges, or right-click, to take down the whole piece or just the tip. You can’t take down a bridge with a building on it or with someone walking on it.
- v12 Bridges are walkways one cell wide. A piece only attaches end to end: to the free tip of one of your bridges or to a landing on the edge of an island, the small lights on the shore. Never from the side.
- v12 The Veiled line up on narrow bridges and slow down next to a building.
- v12 The bridge piece you’re about to place shows as a single path, attached to the tip or landing it starts from. If you tap past the tip of a bridge, the piece turns by itself to keep going straight.
- v11 Bridge railings are only on the sides facing the void: L and T pieces read as one single walkway.
- v10 On phones the first tap shows the bridge piece where you tapped: green if it can be placed, red with the reason if it can’t. A tap on the piece builds it.
- v10 A tap somewhere else moves the piece, and rotating or changing it doesn’t make it disappear. With a mouse, one click is still enough.
- v09 The rack holds three free pieces that refill. A piece that just arrived is fragile; the ones that wait get seasoned.
- v07 The Veiled carry the wind from each Collector to the temple on foot. If the bridge collapses they fall with it, and if you hit them their load stays there for whoever takes it.
- v06 After a building, the row of elements closes and you go back to bridges. On phones you aim the Collector and then build it, like towers.
- v06 A neutral island touched by one of your bridges becomes yours right away.
- v06 A red circle marks where one of your bridges was destroyed, and a sign on buildings says whether the weather helps or hinders them.