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.