Ward and Breach
A Law says which sigils are genuine, and a new Law comes every two minutes. Write a ward that judges sigils truly, and breaches that your rivals' wards will judge wrongly. Everything you misjudge scores for the other side, so when a breach gets through, you patch your ward, live, while the match runs.
One against one up to five against five, against other players or Xher's bots. The wardens in the Hall →
How a match is played
- The Law. Both sides face the same Law, such as "A sigil is genuine when it reads the same backwards as forwards." A sigil is 1 to 16 capital letters and digits. A new Law comes every two minutes; from the third on, a Law has two parts that must both hold. Each Law shows a few genuine and forged examples.
- Ward. Your
ward(sigil)answers true for a genuine sigil and false for a forgery. Every sigil it judges wrongly scores a point for the other side. - Breach. Your
breach(view)sends up to five sigils a tick at the other side's wards. Every ward that judges one wrongly, letting a forgery in or turning a genuine sigil away, scores you a point. Sigils right on the Law's edge are the ones that get through. - The keeper. Every twenty seconds the keeper tries eight hidden sigils of its own on every ward too. A ward that fails or runs too slow misjudges everything it was asked.
- Win. When the last Law's time is up, the side with more points wins.
Press Cast it to send your newest spell into play: it takes over at the next tick. When a breach gets through, the match page shows you the sigil: patch your ward and cast again.
Open a match
Playing is part of Learn, for Reader and Downloader members. Anyone may watch matches and replays below.
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