One patron. One thread | weave the longest, finest thread you can before the Fates cut it.
① SPIN & KEEP
Spin the six bone dice | up to three throws a segment. Click a die to keep its rune; kept runes feed the three coloured patterns on the loom.
② THE STOP IS THE CHOICE
When a strand lights, weave to spin that bead onto your thread. Take the safe Loose weave, or push your luck for a richer Tight or Binding | and risk it all.
③ CHAIN YOUR BEADS
Chain your last three beads: three distinct colours (a Trinity, +1 spin), three of a kind (Concentration, +5), or the flawless Hat-trick (+8).
④ SNAP → KNOT
Miss every strand and the thread snaps to one last knot | three free throws to tie off any colour. Your score is the thread you leave behind.
ᚨ THE FANG | the wild that bites
Does: a kept Fang completes any strand.
Costs: if a Fang is what finishes the branch, that bead turns corrupt | it breaks the chains in that stretch and forces a curse (your reward becomes the curse alone). An idle, un-needed Fang is free | and a Fang can't save a Stitch.
✦ A STITCH IN TIME | the safety net
When: you weave with no strand lit but loose dice remain | most often once your last spin is spent. The loom throws those dice one final time: land a strand and the thread holds (and you draw an extra blessing); miss and it snaps to the knot.
SPACE · spin ENTER · weave CLICK · keep a die M · mute F · full screen