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Vale WardensPlay online, free

A Spirit Island alternative

Together you are the old wardens of the Vale. A cold living fog, the Gloom, comes down from the Rim. Play charms, drive the Gloom back and break its nerve before the land withers.

Play with bots

Join a table of 2. Bots take the empty seats within five seconds.

Teammates
Bot teammates

Stronger teammates think better.

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With friends

Start a table now, or reserve one for later, and send the invite.

At your pace

Real people, no rush. Play when you like, and a notification tells you when it is your turn.

Find players

Beginner

A real game, with a coach at your side.

Learn by playing

1 to 4 players, one team · a game takes about 90 to 120 minutes. No sign-up; bots play the other wardens.

Vale Wardens is not affiliated with or endorsed by the owner of Spirit Island. Spirit Island is a trademark of its owner. As an Amazon Associate we earn from qualifying purchases.

How to play

Together, you are the old wardens of the Vale: a kestrel, a heron, a badger, an old hedge and more. The Gloom, a cold living fog, gathers on the Rim and comes down the passes. You win or lose as one team.

A turn has five parts

  1. Wardens wake. All of you choose at the same time. Each warden makes a renewal: it spreads its wards, takes back its charms, gains a charm or gains vigour. Then it plays charms with its vigour and its calls.
  2. Quick charms. Each warden uses its quick charms and quick natures, one charm at a time.
  3. The Gloom moves. Broken nerves turn, then the weather line acts: Smother, then Thicken, then Drift. The weather cards then slide one space.
  4. Slow charms. Each warden uses its slow charms and slow natures.
  5. Dusk. The played charms are spent. The elements go, and the damage heals.

The weather and the wither

The weather line shows where the Gloom will drift, thicken and smother. A land that takes 2 damage or more in a smother withers. Wither spreads to a next land that already has wither. The folk of the land strike back.

Dread and the end

Drive the Gloom back and break it. Each fog bank or storm-head you destroy gives dread. Dread breaks its nerve. At each new dread level, the win gets easier. You win together when the Gloom is gone by the rule of the dread level. You lose together if the wither runs out, a warden has no ward left, or the weather deck runs out.

At the online table

  • Tap first. A brass ring marks each land you may choose. Your hand, your panel, the Gloom and your team are one tap away. On a keyboard, a digit key picks the choice with that number. The arrow keys move over the lands. Space is the main action.
  • Every warden's hand and charms are open to the team, because the chat is preset phrases only.
  • At a private table, you choose the kind of Gloom and its level. You also choose a tale, the rough side of the dales, the Vale card and a gentler start. The page shows the difficulty.
  • A bot takes each empty seat, and it always shows that it is a bot.

Why it is fair

A secret seed decides the dales, the decks and every shuffle. You see its fingerprint when the game starts and the seed itself when it ends, so you can check it. Verify a game.

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