One of us writes. When that one is gone, the next one writes. The night writes one sentence of its own, at the end, and we copy it in.
If none of us sees a dawn, this book closes.
Here is what happened to one family. You can make another.
A decoy is loud and runs the other way. It is taken, or goes to ground.
5Found where you stayed, a shallow Combat warren, 41 strong, by two sweepers and a tracker.
One heirloom carries for each dawn she saw. Teeth: +30% strength, for life. Never more than one thing per dawn, so no line grows mighty; it grows old.
9Caught in the open, 20 strong, by two trackers.
Rule · +1 a tick in a warren. Twice the troop is one and a half times the sound. Once they have you they stop three blocks out and wait for enough of them; under siege you don’t grow.
Rule · in the open you are seen, heard and tracked, and caught if a hunter lands on your square. A little faster than everything but hounds. Forest hides and slows; lakes they can’t cross. Hover the map: it shows the race before you commit.
Rule · a sally on one hunter within two blocks, ×1.2 from ambush. Win and the group dies and you lose some of yours; lose and that is the night. Either way, everything now knows your cell.
Hover a square: our ticks against theirs, in our colour if we win the race, theirs if we don’t. Click to run there. The hunters move when we move.
Loud; runs the other way; taken, or goes to ground.
Stays behind; fights what comes; buys ticks.
Shows their belief map, the way a Scout warren does.
A new warren where you stand; or dig the one you’re in deeper.
They cut the ground into strips; they follow where you were; they hear through the trees; they catch runners. Two at dusk on night one, one more each night, another every twelve ticks. They share one belief about where you are and search it together. At dawn they turn for the edges.
Every roll is hashed by seed, tick and who. Change one decision and only what follows from it changes, so every “found where you stayed” has a twin: the same night, leaving one tick earlier. Thirty cores play about 1,300 nights a second, and the rules aren’t done until at least a quarter of those deaths were one tick late. Any seed replays. The bot plays any policy you name.
Keep two in five, never fewer than four. Draft one of three boons: brood · hush · teeth · walls · legs · dig deeper · dig · scatter. They start the next night where you hid.
When a generation falls, one heirloom carries for each dawn it saw, three at most: a kind it was born to, or a boon it held. The hunters remember the family: their first guess is where your mothers hid. A generation that never sees a dawn ends the line.
No ads anywhere. No power. God Mode here lets you replay the night from the twin’s tick, the one where leaving would have seen dawn. Same seed, same dice, your hands this time. One ad a day turns it on for an hour; after that, another hour, no ad, as often as you like until tomorrow.
And the odd note on the next Unstuck game. Nothing from them.