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: strike high, core or low, then read the tell and name where to meet the blow coming back. Land three clean in the right order and it becomes a drill — nine of them, each with its own answer, and the catch is that chasing one makes you readable. The things out here know that. Draughts on the belt, crit and dodge for the luck, kit in five grades, ten levels a long way off. Progress saves in your browser on this device.
Controls
Strike
1 high · 2 core · 3 low, or click the band. Enter commits — one tap selects, it never swings on a stray tap.
Meet them
On their turn they telegraph. Name the same band to turn most of the blow; guess wrong and you take it whole. Most things out here learn what you keep doing.
Guard
G halves damage taken and dealt. It burns grip, a broken stance is worse than none, and bleed and venom go straight through it.
Drills
Three clean blows in the right order fire a drill — through a guard, straight to the seam, or a stagger. The ribbon shows what you're one band away from. A miss, a guard, or a stance breaks the chain.
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.