Threats

The catalogue of eight rules: what each does, how the player reads it, and which level teaches it.

  • Rule catalogue

    A map of all eight rules and the tutorial level that introduces each — the table is built from the level catalogue.

  • Sentry (NB-01)

    Stands still and looks one way; its gaze is lethal. From act 2 onward it has a rotating variant.

  • Patrol (NB-02)

    Walks a closed route, advancing one edge per turn and facing the way it moves. Its sight is lethal.

  • Chaser (NB-03)

    Raises the alarm the moment it sees you and comes by the shortest path. Its gaze cannot catch you — only its touch.

  • Bell stone (NB-04)

    The noise of a thrown stone pulls nearby threats off their posts for three turns. Not an option — a key.

  • Hiding spot (NB-05)

    While you stand on it you are invisible to the sight check, and no enemy ever steps on it — the engine enforces that.

  • Door and key (NB-06)

    Impassable until you hold the matching key, and while shut it blocks sight too. Once opened it stays open for good.

  • Toll (NB-07)

    Entering a node costs coins, and you pay only on the first entry. Without the coins the way is simply shut.

  • Caravan members (NB-08)

    More than one character, each with their own exit. Switching costs no move; the difficulty is in the timing.

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