Threats

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

The game’s whole vocabulary of threats is nine rules, a number kept small on purpose: each rule has to be explainable in two sentences, readable on the board without text, and introducible alone in a tutorial level.

The rule catalogue maps all nine and links each to its own page. Three are enemies: the sentry and the patrol, whose sight is lethal, and the chaser, whose sight is not and which catches only by contact. Four are not threats but answers on your side: the bell stone, the hiding spot, the key and the takedown. The remaining two, tolls and caravan members, add a question of order.

Every rule has its own page. When a level has you stuck, the question is usually not how to escape but which of your tools opens that node.

  • Rule catalogue

    A map of all nine 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 (back-and-forth patrols included), 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.

  • Takedown (NB-09)

    Enter an enemy’s node from any side but the one it faces and you take it off the board. An alerted chaser, or two enemies on one node, cannot be touched.

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