THE SIX SIGILS

Runekeeper Sigil Sentinel

Ward 10Slain 0Best 0Paused
↕ DRAW A ROW SIGIL↔ DRAW A COLUMN SIGIL
Draw large, then release to cast
A DRAWING & TACTICS GAME

A little stone.
Six powerful signs.

Draw a sigil in the left pad to choose a row, or the right pad to choose a column. Your stone slides there. Gather spell orbs on its path to blast approaching invaders.

Your first spell

Draw a wide W-shaped wave in the right pad. Your stone crosses the green orb and releases lightning along the row.

Enemies advance after your moves, so take your time between turns. Match the signs beside the board. Stop them before they reach the wizard.

THE KEEPER’S FIELD GUIDE

Draw. Slide. Cast.

The six destinations are labelled with caret ∧, circle ○, bolt ϟ, triangle ▽, wave W, hourglass ⋈, in that order from top to bottom and left to right.

Draw one continuous, large stroke in a pad. Left pad changes your row; right pad changes your column. Recognition happens on release. A failed shape costs no turn.

Cross an orb to pick it up. Its small white mark shows the blast pattern: ring, cross, diagonals, horizontal or vertical line. The spell fires around your landing square.

Red burns for three turns. Blue freezes and deals one damage. Green lightning deals two damage. A stone cannot pass an enemy; it bumps back to the square before it. Bumping alone causes no damage.

Enemies move every two casts and attack every turn once at the left edge. Stronger types appear as your score grows. You have 10 ward points. P pauses; Restart begins a fresh board. Best score stays on this device.

The small recognition model runs entirely in your browser. This adaptation preserves the original board, spells and hand-drawn creatures; includes a guided opening, pause, input lock and local records. Source and MIT license are bundled.