Arcade Alchemy
Carry one reagent through three alchemical movement acts to make 32 at the northwest altar.
How to play · rules and tactics
Carry one reagent through three alchemical movement acts to make 32 at the northwest altar. Act one walks one neighboring square: merge your 4 with the fixed 4 at the lower station. Act two turns the resulting 8 into a rook: tap a clear straight row or column destination and fuse with the 8 in the northeast. Act three turns 16 into a knight: hop two squares in one direction and one sideways to reach the 16 in the northwest. Dark cells block landing and rook paths, but knight hops pass over them. Walking and hopping cost one energy; rook travel costs its distance. You have eighteen energy and one rewind that restores the previous position and act but still costs one energy. Fixed reagents cannot be moved or mismatched. Keyboard: Tab and Enter/Space operate buttons; R restarts.