Choose a site
Choose a site
WELCOME TO THE BROKEN HALO
Build your formation. Predict their move. Break two Seals.
FIELD MANUAL
Build your formation, predict your opponent, and break two Seals. Ready one spent rune each turn, then choose one action.
Round 1 skips Foretelling. From Turn 3 onward, the active player privately locks one Exhausted rune to Ready while the defender secretly locks a Foretelling. Only the readied rune is revealed at turn start.
Foretelling reveals as soon as a Rite is declared. Haste predicts Inscribe or Focus and grants an additional Ready selection next turn. Discern predicts Surge and publicly adds +1 Ward Power before the attacker commits.
Inscribe exhausts a Ready anchor rune to place an Exhausted rune in an adjacent empty site. Focus instead readies one additional owned Exhausted rune.
Target an enemy rune using an adjacent Ready starter. The Foretelling then reveals before you secretly commit contributors and optional Dark Magic. Each committed Ready rune adds +1 Surge Power and becomes Exhausted.
The defender exhausts Ready runes to add +1 Ward Power each. Higher Ward Power repels the Surge. On a tie, Surge wins if the targeted rune was Exhausted at start; Ward wins if it was Ready.
During a clash, either player may sacrifice one eligible non-target rune for +1 Power. A Dark Rite defeats a normal Rite on a tie; if both sides are Dark, the target's recorded state decides.
The attacker locks Surge Power and Dark Magic in secret. The defender then selects Ward Power and Dark Magic in secret before the attacker's final Power is revealed.
Capturing an enemy Seal or inscribing into an enemy Seal site permanently fractures it. Win by fracturing two distinct enemy Seals, eliminating all opposing runes, or by opponent forfeit.
ONLINE MATCH
Create a private two-player room, then share its invitation link. The online server keeps the match state and hidden choices private.
Waiting for your friend to join.
THE SEAL IS BROKEN