SIXTH SIGIL · FINAL-TURN PUZZLECross Current
Six energy. Three losing lanes. There is one winning sequence. Can you find it?
Starting board · 6 energy left| Power | LeftLone Spire | MiddleLone Spire | RightQuiet Meadow |
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| Opponent | 13 | 11 | 2 |
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| You | 7 | 0 | 1 |
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Before you play
- Choose a card, then a lane. Spend up to six energy, then press End Turn. Your opponent makes no further plays.
- All cards you choose are placed before their reveal effects resolve. Those effects then resolve in the order you played the cards. Existing cards do not reveal again.
- Win more lanes than your opponent. If the number of lanes won is tied, higher total power wins.
- “Next lane” wraps around: left → middle → right → left. Movement changes location bonuses and ongoing effects immediately.
- Tap or hold a card or location to inspect its effect in the game.
Cards and locations in this puzzle
Left and middle are Lone Spires: a side with exactly one card gets +5 power. Right is Quiet Meadow, with no modifier.
- Tidewright: costs 2, power 3. On reveal, move your weakest other ally here to the next lane.
- Banner Bearer: costs 4, power 4. On reveal, your other allies currently here gain +2 each.
- Dawncaller: costs 2, power 2. Gains +3 if played first this turn.
- Nullsworn Reaper: costs 3, power 3. Each enemy in its lane loses 1 power.
- Driftling: starts on your left at power 2. Gains +3 when moved.
- Beacon Herald: starts on your right at power 1. Gains +2 for every other ally in its lane.
Your opponent's starting cards have no active effects. Their lane totals begin at 13, 11 and 2. Yours begin at 7, 0 and 1.
Try the puzzle · Play Sixth Sigil