Inkfield — Territory Capture
Point where you want to go and your line follows. Get back to your own ground to claim everything it circled — and keep away from every line on the field, including your own.
About this game
Inkfield is a game about the shape you can draw before somebody breaks it. You hold a patch of a field. While you stand on your own ground you are safe and you leave no mark; the moment you step off it you start drawing a line behind you, and that line is the only thing on the board that can kill anybody. Get back to your own ground and everything your line enclosed becomes yours. Fail to get back — walk into your own line, into the edge, or let a rival cross it — and you lose the lot. Three rivals, each a different colour from you and from each other, are doing the same thing at the same time, and they play by the rules you do: they can be cut, they can trap themselves, and they will take your ground if you leave it exposed. One of them watches for a line worth cutting and comes for it, which is what makes a big loop a decision rather than a habit. You move faster than they do. That is the whole margin: over a three-minute round the chance that somebody eventually crosses your line approaches certainty, and being quicker is what turns that from an inevitability into a risk you can manage. Small loops are nearly free and barely pay. Large loops pay for the round and are how most rounds end. A round runs three minutes. Survive it and the field is yours to count; take a fifth of it outright and it ends early in your favour. A bar under the scores tracks how close you are, with a notch at the target. Everything is dealt from a seed, so a shared round starts every rival in the same place.
Controls
Point at where you want to go and hold. You cannot turn straight back into your own line.
Touch
- Press anywhere on the field and hold. You head towards your finger and keep re-aiming as you move it.
- Point back along your own line and you turn off it rather than nothing happening.
Keyboard
- Arrow keys or W A S D turn, and override pointing.
How to play
Claim ground by drawing a loop and getting home. Your line is lethal to you until you do.
Drawing
- On your own ground you leave no line and nothing can cut you.
- Step off it and you draw. Return to any of your own ground and everything the line enclosed becomes yours.
Dying
- Walking into your own line kills you, and so does the board edge while you are out drawing.
- A rival crossing your line kills you too. The same is true in reverse: cross theirs and they are gone.
The round
- Three minutes. Survive to the end and the field you hold is your score.
- Take a fifth of the field outright and the round ends early in your favour.
- You move faster than the rivals do, which is the margin the whole game runs on.
- The bar under the scores shows how close you are, with a notch at the target.
Read the full Inkfield — Territory Capture rules and strategy →
Details
- Category
- Arcade
- Platform
- Web browser
- Rules
- Full rules
- Price
- Free
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