Everyone's first
The Shadow
Two eyes in the dark, and nothing else you can see. Every hunter's first quarry.
Every chapter ends in a lair, and every lair belongs to a monster that bends one rule. Beat it and you can wear it as your own.
Everyone's first
Two eyes in the dark, and nothing else you can see. Every hunter's first quarry.
Fifty chapters, fifty lairs, from the Crone at the door to the Count at the top.
Chapter 1
Knows what you did. Has written it down.
Six seconds in, the rooms trade colours, and again with every second monster you place. The walls stay where they are.
Chapter 2
Stands where the light stops. Stopped every clock in the house.
The clock is hidden until the last 30 seconds.
Chapter 3
Always faces the door, however you leave her.
No auto-cross and no sweeping: every cross is yours, one tap at a time.
Chapter 4
Guards the field. Has not said from what.
The crows peck away your crosses: each X lasts 12 seconds, and every monster you place costs your oldest cross.
Chapter 5
Four thousand years patient. You will not outwait it.
One by one, every few seconds, the rooms are wrapped grey and lose their colours.
Chapter 6
Made, not born. Has opinions about that.
The tower is sewn from many small, twisting rooms.
Chapter 7
Perfectly reasonable company for twenty-seven nights a month.
The clock runs 40% faster.
Chapter 8
Small, quick, and delighted by every mistake you make.
Tap and double-tap are swapped, and they swap back and forth with every second monster you place.
Chapter 9
Slow. Tireless. Knows where you live.
Eight seconds in, a zombie climbs out of a cell you crossed, and again with every second monster you place. Lift them off.
Chapter 10
Grins all night. Nobody has asked what at.
Only the cells near your last touch are lit. The rest of the tower is dark.
Chapter 11
Walks the same corridor nightly. The corridor was demolished in 1890.
Half the rooms do not show how many hide there.
Chapter 12
Keeps to the graveyard. Prefers the older plots.
Ten seconds in it digs up the oldest monster you placed, and again with every third monster. Put it back.
Chapter 13
Keeps a tidy shop. One room at a time.
No monster and no cross goes into a new room while a room you have begun is unfinished.
Chapter 14
The respectable one is asleep. This one is not.
At a third of the monsters, and again at two thirds, the tower turns into its mirror image, your marks with it.
Chapter 15
A light in the marsh that is never where you walk.
Only a band of three rows is lit, and it drifts up and down on its own.
Chapter 16
Spins in the attic. Patience is her whole trade.
Every 10 seconds a web covers a 3x3 patch. Tap it to tear it away.
Chapter 17
Measures every guest for a box.
Monsters are buried top to bottom: only the highest row still without one takes a monster.
Chapter 18
Misses nothing. There is less to blink with.
Its eye closes: every few seconds the board goes dark for a moment.
Chapter 19
Born in a maze. Has never wanted to leave.
The rooms are long winding corridors.
Chapter 20
Thinner every winter. Hungrier every night.
The longer you go without placing a monster, the faster the clock runs, up to three times. Stand still and it runs three times at once.
Chapter 21
Steals what glitters. Keeps what doesn't.
No auto-cross, and only 12 crosses on the board at once. Clear one to make another.
Chapter 22
You will hear her before you see her. That is the point.
Every 10 seconds, and with every second monster you place, one room's number fades from the board for good.
Chapter 23
Looks just like someone you know.
Every room has a twin beside it, wearing the same colour. Only the walls part them.
Chapter 24
Follows the instruction exactly. This is the problem.
The biggest board in the tower: 11 by 11.
Chapter 25
Offers a fair deal. Reads the small print aloud.
The clock starts at 15 seconds. Every new monster you place buys back 5 seconds.
Chapter 26
Repeats everything. Gets it a little wrong.
Every cross you make, or clear, is echoed in the cell mirrored top to bottom. The echo's crosses are faint, so you can tell them from yours.
Chapter 27
Makes house calls. Does not take cancellations.
A fog creeps in from one corner and hides your crosses in every cell it covers.
Chapter 28
Comes when your eyes grow heavy. Takes his time.
Sleep creeps over the board, and fast while you stand still. Every monster you find wakes it a little.
Chapter 29
Not every chest holds treasure.
Four monsters stand on the board from the start. Two of them are mimics: find them and lift them. Only two of the four may be off the board at once.
Chapter 30
Moves the furniture. Never while you are looking.
Six seconds in, and with every second monster you place, the tower turns a quarter turn, your marks with it.
Chapter 31
Speaks for the dead. They do not always agree.
You can only mark inside the planchette, a 4x4 window that sweeps the whole board, a different way each time.
Chapter 32
They only move when nobody is looking.
Every monster you place turns to stone after 10 seconds: it can't be lifted, and Undo can't take it back.
Chapter 33
Carries a light for lost travellers. Leads them further.
Only the room you last touched is lit. A tap in a dark room carries the light there.
Chapter 34
Left in the cradle. Grew up wrong.
Ten seconds in, and with every third monster you place, one of your monsters slips to a neighbouring cell. Put it back.
Chapter 35
Small, patient, and always thirsty.
Every monster on the board makes the clock run 30% faster.
Chapter 36
Laughs at his own jokes. Only he gets them.
Every tap lands on the cell mirrored across the middle of the board. A glow under your finger shows where.
Chapter 37
Not unkind. Simply punctual.
Every 20 seconds the scythe sweeps a row or a column and clears everything in it: monsters and crosses alike.
Chapter 38
Lives in the walls. Hears every step.
A worm hunts the monsters you place. Its head goes a cell a second toward the newest one and eats any monster it lands on, growing a cell each time. It is three cells long in the lair's first room and two longer at the start of each room after. Its body hides the cells under it.
Chapter 39
Sees in the dark. Never blinks first.
The board is dark but for a flash every 8 seconds. You can still mark in the dark.
Chapter 40
Hid its heart somewhere else. Very patient about it.
Two powers at once: the clock runs fast, and the rooms lose their colours.
Chapter 41
Drawn to every light. Puts most of them out.
The tower is dark but around your monsters and your last touch. Every monster you find brings more light.
Chapter 42
Sings from the flooded rooms. Do not answer.
No auto-cross, no Clue, no Check, no power-ups.
Chapter 43
Never stands in a straight line.
No two monsters may share a diagonal line, however far apart they stand.
Chapter 44
Came back for something it left behind.
Ten seconds in, and with every third monster, the oldest monster is dug up; eight seconds in, and with every second monster, the dead rise.
Chapter 45
Counts its gold every night. Twice.
A fast clock, three hidden numbers, and no auto-cross.
Chapter 46
Rides the house at night. Lost his head, never his way.
Every 15 seconds his hooves strike and every row moves down one; the bottom row comes round to the top. Your monsters and crosses move with it. The board is the same, only where you see it.
Chapter 47
A storm that learned to wait indoors.
A whirlwind turns the whole tower while you hunt, once round every 20 seconds. Your taps turn with it.
Chapter 48
Cut one head off and learn your lesson.
Two monsters in every row and every column. They still never touch, and each room shows how many it holds. The clock runs twice as long.
Chapter 49
Lion, goat and serpent. All of them hungry.
Candle-lit, and the crows take your crosses.
Chapter 50
Counts the grains if you spill rice. Cannot help it.
Hidden numbers, no warnings, no aids, and only 60% of the time.
Its first floor, open now. More floors are coming.
Chapter 1
Screams over the rocks. Has never once been full.
Every 6 seconds a gull swoops low and hides a row or a column for 3 seconds.
Chapter 2
Takes off her skin to dance. Hides it where you will never look.
A monster you place stays in sight for 4 seconds, then sinks out of view. It is still there; you just can't see it.
Chapter 3
Walks sideways, thinks sideways, pinches straight.
Every 12 seconds the crab crusts a 3x3 patch of empty cells with salt. Tap a crusted cell to clear it before you can mark it.
Chapter 4
Its light is a promise. Its mouth is the rest of the sentence.
The board is lit, except for a patch of dark that follows your last touch: you never see the cells around where you just played.
Chapter 5
Offers you a ride. Never offers you the way back.
Every 15 seconds the sea rises one row from the bottom and hides it. Place a monster in the row at the waterline and the water falls back a row.