Guides

How each Timeburn game works

Rules, scoring, strategy and the small print about fairness, one page per game.

Timeburn games share a shape: one shared case per day at midnight UTC, extra modes when one is not enough, no accounts, and an answer that code has checked before you ever see the puzzle. They differ in what you reason about. Gatesmith is Boolean logic made physical, ALIBI is classic truth-teller deduction, and NIGHTWATCH is deterministic prediction under a budget. The guides below explain each in enough depth to play well, and say exactly how each puzzle is verified.

At a glance

GameYou reason aboutA case takesModesVerified by
GatesmithBoolean functions, circuits3 to 20 minutesDaily, practice bank, forge your ownTruth-table evaluation and an exhaustive search for the smallest circuit
ALIBIConsistency of statements1 to 8 minutesDaily, endless (four tiers), challenge, tutorialA solver that enumerates every classification; one must survive
NIGHTWATCHDeterministic movement, resource budget10 to 30 minutes per runTonight's watch, endlessA solver that finds a holding plan before a night is dealt

What "verified" means here

A puzzle site can be wrong in two ways: the puzzle has no answer, or it has several and the game only accepts one. Both are maddening, and both are easy to rule out with a little computation. Gatesmith turns each rule into a truth table and searches for the smallest circuit before publishing. ALIBI generates a case and runs an exhaustive solver over every possible honest-or-lying assignment; only cases with exactly one survivor are kept. NIGHTWATCH simulates the night with a bounded planner using the pieces you actually hold, and only deals nights the planner can hold. None of this is visible while you play, which is the point: you can trust that a stuck feeling is a reasoning problem, not a broken puzzle.

Playing well in general