Mechanics

The rules of the board: the graph, sight chains, capture, and the fixed order that runs after every move.

Every rule in SilkWard is defined on a graph of nodes and edges, not on free geometry, so you measure distance in edges rather than pixels. That is what lets the model you build in your head match the one the game’s solver builds.

This section covers four things. The world model describes the nodes, edges, doors and items a level is made of. Sight explains how a watcher’s gaze follows an edge chain and where that chain breaks. Capture separates the two ways the road can end, contact and lethal sight, and explains why not every gaze is lethal. Turn order lists the seven steps the engine runs after every move, always in the same order.

If a move ended in capture and you do not know why, the answer is almost always on the Turn order page.

  • Turn order

    After every move the engine runs the same seven steps in the same order; level data never changes it.

  • World model

    A level is a graph of nodes and edges; tags carry behaviours like hiding, tolls and sight blockers.

  • Sight

    Sight is defined by edge chains, not free geometry — so the player can build the same model the solver does.

  • Capture

    There are two ways: contact and lethal sight. Not every gaze is lethal — the chaser’s only starts a pursuit.

Back to the wiki