Quellmote — Drift the Mote, Leave the Gloam Nothing

Drift the mote. Leave the Gloam nothing.

turn-based duel cold-cells reach-limit 2–6 minutes

Play

Quellmote — Drift the Mote, Leave the Gloam Nothing cover

Take turns with the Gloam drifting a mote toward the well. Leave your rival only cold cells and quell it yourself.

One mote, two players

A mote of light rests in the far corner of a dark field. In the opposite corner waits the well. You and the Gloam share the mote: on each turn, one of you drifts it left, down or diagonally down-left, never farther than the field's reach and never through a stone. The cells you can reach glow, so every drift is a single tap.

Quellmote One Stone at the start, with the reachable cells glowing

Cold cells

Whoever drops the mote into the well quells it and wins. A side left with no drift at all loses too. The Gloam never makes a mistake: hand it a cell from which it can win, and it will. Your task is to find the cold cells, the ones that leave the Gloam only losing drifts, and land on one every turn.

Quellmote after your drift, the Gloam answering

On an open field the cold cells fall into a rhythm set by the reach. Stones break that rhythm: they block lines, cut diagonals and turn safe cells warm. Read each field fresh.

Quellmote Gloam Field mid-duel, stones scattered across the field

Five fields

Five fields grow from a small open board to an eight-by-eight field strewn with stones. Undo takes back your last drift and the Gloam's reply, even after a loss; Restart resets the field. Win a field, then tap Next. On the last field, Again returns to the first.

Quellmote Gloam Field won, the mote quelled in the well

Controls

Tap a glowing cell to drift the mote there. Tap Undo, Restart or Next as needed. On desktop, click instead of tapping.

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