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Shadow Play

You

Charms

Hall of Shadows

The ten best shows kept in this browser.

    Your record

    How to play

    Descend eight floors and defeat the Shadow King.

    raised dagger → tap Block

    Room guide and full rules

    Read the screen

    The health rows name you and your opponent: filled hearts mean health left, outlined hearts mean lost. Numbers show current and maximum health. The stairs show your floor; the coin shows your gold.

    On the map, your room is filled and labeled “You.” Solid-outlined rooms next door are within reach. Tap a distant room for the first step toward it. Focus or hover for a description below the map. Glyphs show what waits: crossed blades for a fight, a star for an elite, a crown for the King, a coin for treasure, a fire for healing, a shrine for an offering, steps for stairs, spikes for a trap. An empty doorway is quiet; a doorway with an arrow is the way in. A question mark is unexplored. A check marks cleared rooms. An arrow marks the next room when you tap somewhere out of reach.

    Read the weapon arm

    • Raised high over the head: slash coming. Block.
    • Drawn back level with the shoulder, crouching: thrust coming. Slash.
    • Guard brought up in front: block coming. Thrust.

    Slash beats thrust · Thrust beats block · Block beats slash

    The goblin raises its dagger over its head: a slash is coming. Tap Block: block beats slash, so you deal 2.

    Win: deal 2. Lose: take the enemy's damage. Same move: clash, neither is hurt. Charms can change these effects.

    Watch the pattern

    Enemy patterns loop. The seen strip records their moves. When the curtain hides a pose, use that pattern. A trickster can lie: the candle gutters when the shadow is false. The King changes his rhythm when wounded.

    The Lantern shows the following move as a faint shadow. Steady candle shows the truth behind a lie. Your charms and their effects are in the program sheet.

    Explore

    Tap or click a room next to yours to walk through a door. Only neighboring rooms are revealed. Side rooms are optional. Treasure and beaten enemies give gold; elites also drop a charm. Campfires heal 5. Shrines cost 3 health for a charm. Traps look like quiet rooms unless you carry the Lantern. Stairs are always guarded.

    Score and controls

    Score = gold + 10 per heart left + 250 for the King. The best ten shows go in the Hall of Shadows, kept in this browser.

    Use the move buttons or 1 Slash, 2 Thrust, 3 Block. Tab reaches rooms and controls; Enter or Space activates them. Bottom left starts a new show. Bottom right opens your program or this help. Escape, the X, or a tap outside closes a sheet.