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Escape the Castle

Place your inventory strategically, find the way out, and careful with the monsters!

Try 1
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Last run

Escape the Castle

Your knight won't take orders. He marches to the nearest relic, then makes for the door.

Drop a sword in his path and watch him slay the ghoul.

Careful: blades go dull fast. This number is how many turns it stays sharp after he grabs it.

The Knight's Song

He walks to the nearest relic first,
and then to the door when none remain.
Each turn he steps, and then they step,
and so it goes, again, again.

The number on a relic's face
is the turn it's won, plus that many more.
Lay every relic, sound the Go,
and hands off till he's through the door.

Every rule, in plain words
  • Tap an item, then tap a square. Place everything, then press Go.
  • Everyone moves one square a turn. No diagonals.
  • He walks to the nearest item, then to the door, longer leg first.
  • Monsters walk toward him.
  • If a monster is beside him when a turn starts: a sharp sword kills it, a raised shield blocks it, otherwise he is eaten.
  • Lure: he ignores it. Monsters walk to it instead of him, and the one that reaches it stops to eat for the turns on its timer. A monster that cannot step towards the lure gives up and chases him again. A shield hit knocks an eating monster off the lure.
  • A monster that steps beside him while his sword is sharp dies on it.
  • If he walks into a monster without a raised shield, he dies.
  • Runner: a monster with speed marks acts twice a turn.
  • Key: when a key lies on the floor, the door stays locked until he has walked over it. He does not go to the key by himself, so use your items to route him across it.
  • The Warden: he takes two hits and a sword breaks when it hits him. He walks to whichever is nearer, an item on the floor or the knight, and uses what he picks up. His sword gets past the knight's sword but not his shield. His shield stops a sword hit. The door stays shut while he lives.
  • Bomb: he ignores it. During the run, tap its glowing slot to set it off. It kills everything on its square and the eight around it, him included unless his shield is up.
  • Two knights: both must reach the door. They step in turn, items go to whoever gets there first, and a monster chases the nearer one.
  • Walls: he walks around them by the shortest route. A monster does not. If a wall blocks its step it tries the other direction, or waits.
  • The run speeds up once every monster is dead.
  • The number on an item is its timer: it works on the turn he picks it up, plus that many turns after.
  • Try as often as you like. Clear a level within 3 tries for three stars, within 6 for two.
  • Press and hold any square to see how many steps every other square is from it.