| Structure | Thread | Health | What it does | Notes | |
|---|---|---|---|---|---|
![]() | STITCHER | 100 | 150 | 20 damage every 1.0s; range 3.0 tiles | An odd stitched-together machine. Fires needles of thread at whichever enemy is closest to the Anchor. |
![]() | BODKIN | 175 | 170 | 70 damage every 3.5s; range 2.5 tiles | One heavy needle, driven slowly. The same damage a second as a Stitcher and half as much again to build - but armour comes off every hit, and this one only takes it once. |
![]() | PATCHER | 125 | 120 | 8 every 2.0s within 1 tile | Mends the most wounded building beside it, 8 health every 2 seconds, and the weakest neighbouring ground when they are all whole. Cannot touch the Void. |
![]() | ANCHOR PIN | 150 | 175 | 50% stronger ground | Pins reality in place: ground within 2 tiles is half as likely to give way. Does not repair. |
![]() | PUSHER | 175 | 160 | 5 damage every 4.0s; range 2.0 tiles; knocks back 1 tile; winded 0.6s | Every 4 seconds, shoves everything within 2 tiles back a tile - and winds it, so it cannot walk or strike for a moment. Stand it on their road; beside a hole, the shove is a fall. |
![]() | THREAD SPINNER | 100 | 100 | 20 every 10.0s within 0 tiles | Spins 20 fresh Thread every 10 seconds. Slow, fragile, and worth protecting. |
![]() | BRIDGE MAKER | 200 | 130 | bridges a hole for 20s, every 5s | Lays a temporary bridge over one Void tile beside it. You can build on a bridge - reclaim a hole and fortify it - but it lasts twenty seconds, and whatever is standing on it goes down with it. |
Selling gives back half. A structure on fraying ground goes down with the ground.
The Stitcher and the Bodkin are the same twenty damage a second, and which one you want depends entirely on armour. Armour comes off every hit, so it takes most of a Stitcher's twenty and barely touches a Bodkin's seventy: against the Bulk the Stitcher lands 6 and the Bodkin 56. Against Scribbles and Rushers, who wear none, the Bodkin is simply dearer and wastes most of each hit.
The cog in the top right switches the defenders between CLASSIC - the machines above - and CAST, which puts the six playable characters of The Unfinish'd in their places: the Archer, Emily, the Rogue, the Knight, the Wayfarer and the Mage. It changes nothing but the art. Every cost, every number and every behaviour on this page is the same either way, and whatever is already standing on the board changes with it.







