Accepted action types
spell, prayer, augment, trap, tool.
Type is a controlled label for organization and display. Trap behavior is driven by Creates Trap, tile targeting, and Trap Effect JSON.
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Ranked challenges never allow tactical AI assistance, affect Elo only against another player, and cannot use the 1 Feystone Beginner tier.
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Edit database-backed rules for new games. Active games keep their existing rule snapshot.
These values are enforced by the current combat engine. Active matches retain their existing rule snapshot.
spell, prayer, augment, trap, tool.
Type is a controlled label for organization and display. Trap behavior is driven by Creates Trap, tile targeting, and Trap Effect JSON.
power, movement, attack, defense, attack_range, speed, health, cleanse, or blank.
Power/movement/attack/defense/attack_range/speed can use the action value as a fallback delta when the Effect JSON does not provide a matching explicit delta. Health and cleanse are descriptive labels; their actual behavior comes from healing/cleanse Effect JSON.
Piece? requires a selected target piece. Tile? requires a board tile. Empty? only matters when Tile? is enabled. Self / Ally / Enemy flags gate valid piece targets.
Allowed Pieces JSON must be a JSON array such as ["Scholar", "Support"]. All? overrides that caster list.
Current accepted trigger: enemy_enters.
Trap Duration is counted in turns unless Permanent is checked. Trap Effect JSON currently resolves only when an enemy piece enters the trapped tile.
Feystone Tiers define the total Setup Augment Budget, Max Augments / Piece, and Max Augment Cost / Piece.
The Augment table's Setup Cost / Point is multiplied by the chosen value during placement. The same augment cannot be stacked twice on one piece, and one-stone games default to no setup augments.
none, adjacent, king_step, orthogonal_line, diagonal_line, queen_line, square_radius, diamond_radius, knight_leap.
Movement Pattern defines where a piece may move; Movement determines cost capacity. Attack Pattern defines target geometry; Attack Range determines reach. Sliding movement patterns use chess-like path blocking through pieces and impassable terrain.
| Effect JSON property | Accepted value | Runtime behavior |
|---|---|---|
power_delta | integer | Temporary power change. Positive buffs; negative values debuff. |
movement_delta | integer | Temporary movement-capacity change. |
attack_delta | integer | Temporary direct attack modifier used in combat resolution. |
defense_delta | integer | Temporary defense modifier used to reduce incoming resolved damage. |
attack_range_delta | integer | Temporary attack-range extension or reduction. |
speed_delta | integer | Reduces destination terrain movement penalties while active. |
move_mana_penalty | integer; engine currently treats any value > 0 as enabled | Makes ordinary ground movement cost 1 mana while active. |
duration_turns | integer; default 1 when omitted | Controls temporary effect expiration by turn count. |
heal_damage | number >= 0 | Removes accumulated damage up to the requested amount. |
heal_to_full | boolean | Restores all accumulated damage when true. |
remove_harmful_augments | boolean | Removes negative or trap/combat-sourced temporary effects. |
| Trap Effect JSON property | Accepted value | Runtime behavior |
|---|---|---|
movement_penalty | integer | Applied as a negative movement delta using its absolute value. |
power_penalty | integer | Applied as a negative power delta using its absolute value. |
duration_turns | integer; default 1 when omitted | How long the trap-applied temporary debuff remains active. |
consume_on_trigger | boolean; default true | When false, the trap remains after triggering. |
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Place your Treasure first, then arrange your remaining stones on your side of the battlefield.