The Kindled and the Hollow
Open the game from the Tronsoft Games library. Choose New ward, then pick a ward, the host you will command, and the temper and skill of your opponent. Press Take the field. If a ward is already in progress the title sheet offers Resume instead; the game saves itself after every completed season, yours and the machine's alike.
On the ward: click one of your pieces to pick it up. Its reachable hexes are ringed in gold; hexes holding an enemy are ringed in red and crossed. Click a lit hex to go there. Click the piece again, or an empty hex, to put it down. The Workings row casts a working; Yield season passes.
In the arena: ← ↑ ↓ → or W A S D move, space or a click strikes, the pointer aims a bolt, P or Esc pauses. On a touch screen a pad and a strike button appear.
The Kindled move first. One action a season each: a move or a working, not both. When both hosts have acted the season advances and the tide turns one phase. The opening light is set against whoever moves first, so the second host is stronger for the first few seasons.
Each unit has a gait. Walkers pay the terrain cost of every hex they enter and cannot pass through anyone. Fliers ignore the ground and everything on it and simply land anywhere within their span. Chargers run in one of the six straight lines until something stops them. Leapers step over anything inside their span. Nothing at all may stand on the riftmaw.
| Terrain | Cost | Passable | Arena clutter | Footing |
|---|---|---|---|---|
| Ashfield | 1 | yes | 0.05 | 1.05 |
| Emberglass | 1 | yes | 0.12 | 1.18 |
| Cinderdrift | 2 | yes | 0.09 | 0.84 |
| Bone Orchard | 2 | yes | 0.26 | 0.92 |
| Stillwater | 2 | yes | 0.04 | 0.72 |
| Riftmaw | 4 | no | 0.3 | 0.9 |
Moving onto an enemy opens a duel in the arena: a 7 by 5 hex floor made from the terrain of the contested hex, lit by that hex's phase of the tide. Both fighters carry a pool of vigour scaled by the light — a Kindled piece swells by up to a quarter in radiance and thins by as much in shadow, and the Hollow are the mirror of it. The holder of the hex gets a further 0.06 for standing its ground. After 12.8 seconds the ward begins to close in and anything outside it is burned, so no duel can be run away from for ever. A duel is decided when one fighter is spent, or at 32 seconds on the greater share of vigour remaining.
| Unit | Host | Role | Gait | Vigour | Pace | Reach | Damage a second |
|---|---|---|---|---|---|---|---|
| Lantern-Bearer | kindled | warden | walk 3 | 84 | 1.7 | 0.55 | 16.1 |
| Sunhawk | kindled | flier | fly 4 | 86 | 2.9 | 0.5 | 23.8 |
| Cinder Wisp | kindled | flier | fly 5 | 42 | 3.4 | 0.4 | 16.7 |
| Slagwarden | kindled | anchor | walk 2 | 156 | 1.15 | 0.95 | 25.2 |
| Ember Lancer | kindled | lancer | charge 4 | 104 | 2.1 | 1.35 | 23.5 |
| Ashen Stag | kindled | skirmisher | charge 5 | 86 | 3 | 0.7 | 26 |
| Dawn Herald | kindled | archer | walk 3 | 54 | 1.9 | 0.5 | 14.1 |
| Mirrorkin | kindled | trickster | leap 3 | 80 | 2.3 | 0.8 | 18.3 |
| Nightbinder | hollow | warden | walk 3 | 87 | 1.55 | 0.55 | 16.2 |
| Gloomwing | hollow | flier | fly 4 | 84 | 3.1 | 0.45 | 23.7 |
| Gravemoth | hollow | flier | fly 5 | 46 | 3.2 | 0.42 | 17.6 |
| Barrowhulk | hollow | anchor | walk 2 | 168 | 1.05 | 1.05 | 24.8 |
| Rift Lancer | hollow | lancer | charge 4 | 100 | 2.2 | 1.45 | 23.8 |
| Hollow Stalker | hollow | skirmisher | charge 5 | 82 | 3.15 | 0.65 | 26.1 |
| Thorn Caster | hollow | archer | walk 3 | 60 | 1.8 | 0.5 | 13.3 |
| Shade-Eater | hollow | trickster | leap 3 | 77 | 2.4 | 0.75 | 18.2 |
| Cinder Wraith | neutral | elemental | walk 3 | 74 | 2.4 | 0.6 | 16 |
| Brine Wraith | neutral | elemental | walk 3 | 110 | 1.8 | 0.9 | 27.5 |
| Squall Wraith | neutral | elemental | fly 5 | 70 | 3.6 | 0.5 | 30.6 |
| Loam Wraith | neutral | elemental | walk 2 | 140 | 1.2 | 1 | 25.5 |
Your warden carries 7 workings, one use each. Speaking one costs the season. Lose the warden and every working still unspent is lost with it.
Hold all 5 wardstones at the start of one of your seasons, or destroy every enemy piece. Resting a piece on a wardstone mends 12 vigour at the start of your season, so the stones are worth holding for their own sake.
The same two conditions, against you. If neither host manages either inside the season limit, the ward runs cold and is settled on wardstones held, then pieces standing, then vigour remaining.
| Ward | Moves first | Forces | Workings | Par in seasons |
|---|---|---|---|---|
| First Light | kindled | 4 v 4 | no | 18 |
| The Warden's Gambit | hollow | 6 v 6 | yes | 34 |
| The Long Ward | kindled | 8 v 8 | yes | 42 |
The game writes itself to this browser's local storage after every completed
season under a single key, tronsoft_emberward_save, and offers Resume on the title
sheet. A finished ward clears the save. Menu saves and returns to the title
sheet at any time between duels. If the browser refuses local storage the game is
still fully playable; only the save is lost.