The road runs through three acts, and each act is a region. The region is not just scenery: each brings its own rules and builds on the one before.
The three acts
| Act | levels and hidden levels | Par |
|---|---|---|
| I · Caravanserai and Bazaar | 12 + 2 | 6–14 |
| II · Desert and Oasis | 12 + 2 | 10–21 |
| III · Mountain Pass and Fortress | 12 + 2 | 15–27 |
Not one of those numbers is written on this page — the table is read from the level catalogue, so it stays correct on its own when a level is added.
I — Caravanserai and Bazaar
A covered bazaar and the yard of an inn. Narrow passages, market stalls, crowds.
The four rules you learn here are the foundation of everything after: sentry, patrol, hiding spot and door and key. The threat highlight is on by default in this act: lines of sight are painted before you make your first move.
II — Desert and Oasis
Dunes, the caravan road, ruins. The board opens up and sightlines get longer.
What arrives: the rotating variant of the sentry, the chaser and the bell stone. This is the first act where you do more than avoid a threat — you hold a tool that changes the board.
III — Mountain Pass and Fortress
The pass, bridges, the inside of a fortress. One-way edges cluster here: going somewhere can mean not being able to come back.
The last two rules arrive: toll and caravan members. Both add a question of sequence; now "in what order" matters as much as "where".
The pattern inside an act
Every act follows the same curve:
- Levels 1–2 teach the new rule on its own.
- 3–5 deepen it.
- 6–9 combine the rules with each other.
- 10–11 are the act's peak.
- 12 is the act finale and leads into a story scene.