Marrowfield
The Marrowfield floods every spring and gives bone back with the water. You cut for the Bone Assize, paid by the kill. Turns alternate: swing up, level or down, and then it answers. Every blow is one of three things — dodged, blocked, or landed — and dodge and block take the whole hit or none of it. Land three swings in the right order and it becomes a drill: nine of them, each with its own answer. Draughts on the belt for a fight, tonics on the clock for an hour, kit in five grades, ten levels a long way off. Progress saves in your browser on this device.
Controls
Strike
1 up · 2 level · 3 down, or click a sword on the dial. Up hits hardest and misses most; down lands often and slows them.
Dodge and block
Both are chances, and both are all or nothing — a blow you dodge or block does nothing at all. Nothing in this game is ever half-blocked.
Guard
G halves damage taken and dealt for as long as you hold it. It burns grip, a broken stance is worse than none, and bleed and venom go straight through it.
Drills
Three swings in the right order fire a drill — straight through a block, to the seam, or a stagger. The chain ribbon shows what you're one swing away from, and inputs count even on a miss or a block.
Draughts
4–9 for your belt loops — heal, edge for one blow, keen for one blow. Drinking is free, but one a round, and a buff is spent by your next strike whether it lands or not.
More than one
T switches target when something else wanders in. The field prints the odds of company before you commit to a fight.
In the field
E travel · K kit · C the wagon · J the quest board · R rest. Blood comes back on its own at five a second; food is the fast way.
Shortcuts
F flees and costs you part of the purse · Esc backs out · M toggles sound
Everything is tappable and the zone targets are thumb-sized. Selecting and committing are separate taps, and dragging off the commit button cancels it. Turn sideways or tap Fullscreen for a bigger view.