↖ API ACRE ARCADE Hocus & Havoc
THE CROOKED KETTLE SPELL CLUB

Hocus.
Havoc.

A little magic.
A spectacular lack of restraint.

1–8 PLAYERSTURN-BASED MAYHEMFREE TO PLAY
PLEASE DO NOT FEED THE SPELLS.Full-size artwork ↗
CHOOSE YOUR PARTICULAR PROBLEM

The usual suspects.

One signature spell. Several questionable life choices.
Everyone also gets six shared spells.

A SHORT COURSE IN APPLIED NONSENSE

A little know-how.
A lot of kaboom.

01 / TAKE YOUR TURN

One wizard. One spell.

You have 35 seconds to move, hop and cast. Walk up to 100 paces and hop once each turn. A spell ends your turn. The last living wizard wins.

02 / MAKE AN ARC

Mind the wind.

Click or drag the battlefield to aim, or use angle and power sliders. 0° shoots right; 180° shoots left. Dots show the beginning of the flight. Wind curves shots. The whole-island button helps line up distant targets.

03 / BREAK THE ISLAND

The floor is optional.

Explosions cut real holes in the terrain and push wizards around. Big falls hurt. Water eliminates you even through a shield. From round four, the tide rises each round.

04 / KNOW YOUR SPELLS

Seven tricks in your pocket.

Everyone has six shared spells and one unique signature. Hover or select a spell for its effect. Cooldowns count down at the beginning of your own turns. Ember Lob is always available.

05 / STAY A LITTLE LONGER

Escapes are encouraged.

Pocket Portal needs a clear spot within 300 paces. Bubble Break heals and shields you. Both end your turn. Rooted wizards can still hop or teleport.

06 / GOOD COMPANY

Friends, regulars and rematches.

Solo games add three AI rivals. Disconnected seats wait 30 seconds, then AI takes over. The host can start a shared rematch after the result. Rooms close when the server restarts.

At fifteen minutes or 120 turns, the surviving wizard with most health wins; damage dealt breaks ties. Simultaneous final splashes are a draw. Original characters, artwork and music.

THAT WILL GO ON YOUR TAB

A splendid mess.