Guide · NIGHTWATCH

NIGHTWATCH: hold the keep till dawn

About 8 minutes to read. Play at nightwatch.timeburn.app.

The Heart of the keep sits in the middle of a nine-by-nine yard. Each night a handful of creatures come in from the edges, and every creature follows a rule written out in plain words on its card. Nothing is random once the night begins. Your job, before you press Hold the night, is to predict where each creature will stand on each of twelve turns and to place your walls, pits, lanterns and decoys so that none of them reaches the Heart. Then you watch the night play out exactly as the rules said it would. Score is the number of nights you hold.

The shape of a run

The pieces

PieceWhat it doesLasts
WallNothing walks through it. Breakers smash it instead of going around.Three nights, then crumbles at dawn
PitSwallows the first creature that steps in.Until used
LanternBlocks like a wall and lights the eight tiles around it. Moths fly to it; dusk creatures refuse the light.Four nights
DecoyA straw dummy. Heart-seekers go for it when it is closer than the Heart; the first to reach it tears it apart.Until torn apart

How creatures move

Every creature has a kind, a pace and sometimes a quirk, and its card spells out all three.

A worked prediction

A seeker starts at the west edge, three rows above the Heart's row and four columns to its left. The larger gap is horizontal, so its first step is east. Now it is three up and three across: a tie, so it moves down (vertical first). Two up, three across: east. Two up, two across: down. One up, two across: east. One up, one across: down. It is now in the Heart's row, one tile away, and the next step takes the Heart on turn seven. Any single wall on that zigzag path forces a detour that costs a turn, and the detour itself is predictable by the same rule: blocked east, it tries down instead. Walk it on the board before you place anything; the game will do exactly this.

Strategy

Every night can be held

Before a night is dealt, the generator rolls a set of creatures and runs a bounded solver that tries to hold the night with the pieces actually in your bank. If the solver cannot find a plan, the night is re-rolled. Only when a plan exists is the night shown to you. The Hint button places one piece from such a plan and is counted on your record. The solver is deliberately bounded (it searches plans of up to four pieces), so late nights are hard but never impossible: a run ends when the generator cannot produce a holdable night within its attempts, which for a perfect planner happens after roughly seven to twenty nights, eleven in a typical run. Nobody has an infinite run, and that is by design.

Tonight's watch and endless

Tonight's watch is the same keep and the same creatures for everyone, changes at midnight UTC, and can be played once a day. Endless starts a fresh keep whenever you like. Both record your best, and the share text shows your nights as a row of moons without revealing the plan.

Questions people ask

Why did a creature walk around my wall?

Seekers try the other useful direction when blocked. If both directions help them, one wall only redirects; close the second direction or use a pit.

Do creatures attack my pieces?

Only breakers, and only walls. Pits, lanterns and decoys are not attacked, though a decoy is destroyed by the first creature to reach it.

Can I undo a placement?

Yes, any number of times until you press Hold the night.

Start tonight's watch In-game rules