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Crownfall

Defeat weaker guards, then collect the crown.

Game guide

The castle and your mission

Guide a fox down a block-built castle to its crown. You choose which floors disappear; the fox, guards and supplies then fall onto the supports that remain. The challenge is arranging a safe sequence of encounters, not steering every sword swing. Strong guards, spikes, locked floors and shielded enemies can stop a descent that looked safe from above. A clear means reaching the crown after every required guard, boss and seal condition is satisfied. Power gained during a puzzle belongs to that attempt; the campaign reward is access to the next puzzle and replay badges.

How to play

  1. Start an unlocked stage and inspect the whole map before removing a support.
  2. Tap a connected colour group, read its route preview, then confirm the removal or cancel it.
  3. Let the fall and encounters finish. Compare the new power with the next guard before choosing another group.
  4. Reach the crown, then choose the next stage or replay. After a mistake, undo the last action or retry the puzzle.

Preview the route, calculate, then confirm removal. Tap connected matching blocks to remove the whole group; blocks do not fall or refill. Your fox falls, then approaches the nearest guard on the same platform (left on a tie). Greater power wins and absorbs the guard’s power; equal or lower loses. Drag the map or use arrows to look around. ◎ follows the hero; ▦ shows the whole map. These controls move the camera, not the hero. The camera follows movement and pauses at each fight.

Keys open gates; runes remove shields. Defeat flag bearers to remove their bonuses. Avoid spikes and meet the boss conditions before taking the crown. One power number: weapons and crystals add, multipliers multiply the current total permanently. Defeating a weaker enemy adds its power. Equal power loses. For an enemy of 80: (10 + 20) × 3 = 90 wins; 10 × 3 + 20 = 50 loses. Route previews show operations, not the answer.

Routes and puzzle rules

Keys, gates, shield runes, mirrored routes and linked rooms change what must move before the fox can reach the crown. A strong guard may need to fall onto another platform first, or several floors may need preparing before the descent. Check approach direction, banner bonuses, seals and boss phases before the final move. The layouts are fixed, so undo and retry let you compare different removal orders under the same conditions.

Clear a puzzle to unlock the next. Try new routes around hazards and boss conditions; replay for no-hint and move-target badges. Undo restores the last action. Keys remove all matching gates. Calculate before opening. Collect the matching rune before approaching a shield. Calculate the power route; collect runes and seals in order.

Useful decisions

  • Compare both orders: collecting +10 before ×2 gives 10 more power than collecting it afterward.
  • Inspect the lower landing before releasing the fox; a guard or supply may need to fall first.
  • Keep required guards, supplies and the crown away from spikes. Losing an objective can end the attempt.
  • Use undo to compare routes. A hint can help recovery, but a no-hint badge requires a clear without one.

Design note

Each removal is a deliberate turn. Connected blocks vanish without refilling, so their absence is a lasting change to the route. The same choices produce the same outcome, letting a retry test a different order without luck. Attacks happen automatically after an approach: the visible wind-up and contact explain the calculation, rather than asking for a reaction tap. The camera follows the descent, while dragging, arrows and overview let you inspect floors outside the current view. This keeps a tall castle readable on a phone without shrinking the entire puzzle into one screen. The preview supports planning but does not supply a winning sequence.

Player, device and save information

Use touch, mouse or focused-cell keyboard controls. There is no timer, login or in-game spending. Allow roughly 1–3 minutes per attempt, longer for harder routes. Unlocks, badges, settings and an unfinished run use this browser’s local storage; they do not sync between devices. Clearing browser data can remove them. If saving is unavailable, play can continue in the session.

Progress and an unfinished puzzle stay in this browser. Retry preserves unlocked stages.

Questions about the castle

Is power also health?
No. The displayed number is attack power, with no separate health pool. A guard is beaten only with strictly greater power and the required conditions; equal power loses. Victory adds the guard’s power.
Why did the fox fight before taking a nearby item?
The nearest reachable guard normally takes priority. An item directly under the fox is collected first only if no guard shares that cell. On equal guard distances, the fox approaches left first.
Can enough power ignore a shield or boss rule?
No. Obtain the matching rune for a shield, defeat required deputies, obey the indicated approach side and collect seals in order where required. A two-phase boss must also be defeated in its final form.
Must every guard be defeated?
Only the stage’s required targets and living bosses block the crown; some side guards are optional. Check the target display and route before skipping one.
  • Connected-block removal
  • Order puzzle
  • Route planning