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Brackenquiver is a siege archery game fought between two bastions. You have a bow and a small quiver, and the wall opposite you fills up with enemy archers as the waves go on. The first wave is a single archer standing on the tower roof. The second adds one more on the wall beside it. The third puts one on the roof and two flanking the tower, and by the fifth there are five of them spread along the battlements. Every archer walks up and down its own stretch of stone and reloads on its own count, so a crowded wall fires as a spread-out group rather than a single synchronised volley. Hold anywhere on the screen to draw the string - the dotted arc shows where the arrow will actually land, and it moves as your target changes height, so you have to keep adjusting instead of aiming once and hoping. Release to loose. Your arrows are unlimited, so the pressure comes entirely from the clock: a miss costs you the time it took to draw again, and every second you spend lining up is a second the enemy archers and runners are using. While you are aiming, the enemy archers shoot back on their own, and those arrows only ever reach the gate behind you, so the damage lands on your wall rather than on the archer you are trying to kill. Infantry also runs in from the right, and later waves send them in pairs rather than one at a time. Once a runner touches the gate it costs you a hit, so a runner has to be dropped in the field first. Your gate takes five hits. Clear every archer off the wall and empty the field to move on, and each wave brings a tougher opponent: more archers, quicker shots, less spread, and runners who arrive sooner. There are five waves, then the ridge is yours. The sound is generated in the browser rather than loaded from files, and the Sound button in the top bar mutes it and remembers the choice for next time. It works with a finger on a phone or a mouse on a desktop.
Press and hold anywhere on the screen. The bow draws back and a dotted arc appears showing the path your arrow will take. Keep holding to build more power, adjust the angle by moving your finger, and let go to loose. Release early for a flatter, faster shot or hold longer for a heavier one that drops more steeply.
Two things. You have to shoot every archer off the enemy wall, and you have to stop every runner before it reaches your gate. The wave only ends when the last archer is down and the field is clear, so a runner still walking when you finish the archers will keep the round going.
No, the quiver is unlimited and you can always draw and loose. What a miss costs you is time, and the enemy archers and runners are spending that same time on you. Firing at the top of an archer's walk cycle over and over will put arrows in the stonework while the gate chips away behind you.
They spawn at the enemy tower and walk left across the field. Any arrow that passes through one takes it down, and there is no need to aim for a head or a weak point. If a runner reaches your gate it costs you one of your five hits, which is why shooting one down early is nearly always better than letting it arrive.
To stop you aiming once and firing on a saved angle. Each archer travels up and down its own stretch of wall continuously, and they are on separate timings, so the height you need keeps changing and one saved angle will never fit. The dotted arc is there to help you read it.
Yes. The Pause button in the top bar stops everything, including the archers and the runners, and shows a resume screen. The game also pauses on its own if you switch away from the tab, so you will not come back to a gate that fell while you were looking at something else.
Yes, and you can turn it off. Drawing the bow, loosing, hitting a runner and dropping the archer each have their own sound, with a short run of notes when you clear a wave. The sound is generated in the browser rather than loaded from audio files, which keeps the page quick to load. Use the Sound button in the top bar to mute it, and the game remembers your choice for next time.
Yes. The page scales to the screen and the field of battle is kept in proportion, so the archer stays visible on a small display. The game responds to touch and mouse in the same way, and the buttons are large enough to hit with a thumb.
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