A JustPlays Original · Celtic Myth

Celtic Merge

The Four Treasures of the Tuatha Dé Danann

Balor of the Evil Eye has shattered the four treasures and sealed the goddess Ériu inside a cairn of black glass. Rebuild them, one shard at a time.

Act I

The Shore of Inis Fáil

Chapter 1 · Act I

Nothing But Shards

    Chapter Cleared

    Chapter 1

    What was missing

      The Cairn Holds

      Board full, nothing mergeable

      Paused

      Hold the board

      Chapter Select

      Thirty chapters, four acts

      Relics & Records

      The four chains

      Endless

      The Ever-Cairn

      The cairn rebuilds itself every time you fill it. The shrine never stops asking, and each wave wants rarer relics than the last. No par, no undo limit — only how deep the well will go before the board wins.

      Silver Branch · 5 boons

      Plant a relic you choose

      Celtic Merge: The Four Treasures — a free Celtic myth merge puzzle you can play in your browser

      Celtic Merge: The Four Treasures is a free browser merge puzzle game. Tap a well for broken relics, drop a relic onto an identical relic to merge the pair into the next thing up the chain, and hand the shrine what it asks for. Thirty chapters, four acts, twenty-four hand-drawn Celtic relics, and one goddess to free from a cairn of black glass.

      What is a merge game, and what makes this one different?

      A merge game asks you to combine two identical things into one better thing. The interesting question is always what limits you. Most merge games use an energy meter: wait, or pay, and you can keep tapping. Celtic Merge throws the meter away. The well is free to tap forever — what limits you is the board itself, and the board is only thirty-six cells. Merging is the only way to make space, so a player who taps without merging fills the board in under a minute and loses. That single change turns a waiting game into a spatial one.

      The second half of the tension is subtler, and it is the reason the game has any decisions at all. A careless player merges everything, and a greedy player ends up with at most one relic per family and tier — four families times six tiers is a hard ceiling of twenty-four occupied cells, which leaves a comfortable twelve spare. But the shrine does not only ask for rare relics; from chapter three it starts asking for two of the same relic. Those two have to sit on the board side by side without being joined. Join them and you have thrown away sixteen taps of work and a cell you cannot get back. So the skill is not merging — it is knowing the one pair you must not merge.

      How to play, step by step

      1. Tap the well. A relic surfaces at the bottom of the board — a chipped shard, an iron nail, an ash twig or a bronze nugget, depending on which chain the well chooses.
      2. Merge two identical relics. Drag one onto the other, or tap one and then tap its twin. Two tier-1 relics become one tier-2 relic, two tier-2 relics become one tier-3, and so on up to tier 6 — the treasure at the top of the chain.
      3. Watch the board, not the timer. There is no timer. The only failure state is a board so full that nothing on it can merge.
      4. Crack the slabs. Sealed slabs of the old road block cells. A finished relic landing in a neighbouring cell sends a shockwave into them, so a good merge is also a demolition tool.
      5. Give to the shrine. Drag a relic the shrine is asking for onto the Shrine of Ériu. Deliver everything the chapter wants and it is won.
      6. Spend your boons. Undo takes back a move. The Silver Branch plants a tier-1 relic of a family you choose. The Stone Song shatters one sealed slab outright.

      The four chains and twenty-four relics

      Every relic belongs to one of four families, and every family climbs to a treasure of the Tuatha Dé Danann. Two of a kind is always exactly one of the next kind, so the sixth tier of a chain costs thirty-two tier-1 relics of that family — a real commitment on a thirty-six-cell board, and the reason the well starts lifting half-made work in the later acts.

      ChainTier 1 → Tier 5Tier 6 treasure
      Stone
      Age
      Chipped Shard → Carved Stone → Ogham Pillar → Standing Stone → Sacred MenhirLia Fáil
      the Stone of Destiny
      Iron
      Edge
      Iron Nail → Iron Bar → Blade Blank → Rough Blade → Tempered BladeClaíomh Solais
      the Sword of Light
      Ash
      Reach
      Ash Twig → Ash Staff → Spear Shaft → Barbed Shaft → Gleaming SpearAreadbhair
      the Spear of Lugh
      Bronze
      Plenty
      Bronze Nugget → Bronze Bowl → Cauldron Rim → Small Cauldron → Feasting CauldronCoire Dagda
      the Cauldron of Plenty

      How the three stars are measured

      Stars are not a vibe. Each one is a number you can check on the HUD.

      StarRequirementWhere it comes from
      ★Deliver everything the shrine asks for.Reach the goals, however messily.
      ★★Reach the goals in par taps or fewer.Par is the tap count a solver needed to play that exact chapter, plus a margin — never a guess.
      ★★★Par taps or fewer, six or more cells free, and no undo spent.Board mastery: a clean finish rather than a lucky one.

      The four acts of the story

      The frame story is Celtic rather than Greek or Norse: Balor of the Evil Eye, king of the Fomorians, has shattered the four treasures of the Tuatha Dé Danann and sealed the goddess Ériu — the sovereignty of Ireland itself — inside a cairn of black glass. You land on the shore with a stone well and two hands.

      ActChaptersWhere you areWhat changes
      I · The Shore of Inis Fáil1–7The grey strand where the Tuatha burned their shipsTier 2 and 3 goals, first slabs, no trickery.
      II · The Silver Wood8–15The birch wood where the Tuatha hid their craftTwo-health slabs, four-family chapters, and the well deepens: it lifts tier 2 relics.
      III · Balor's Tower on Tory16–23The black tower off the Donegal coastThree-health slabs, tier-5 goals, and the well begins to lean toward whichever family the shrine still wants.
      IV · The Cairn of Ériu24–30The hill of black glassTier 3 from the well and multi-family demands. Chapter 30 asks for all four six-tier treasures at once.

      What happens after chapter thirty

      Ériu walks out of the cairn on her own feet and the four treasures stand in the light behind her. Then the Ever-Cairn opens: an endless run on a board that is rebuilt every time it fills, where the shrine never stops asking, each wave wants rarer relics, and tiers start higher. Your best wave and the deepest relic you have ever forged are kept on your own device.

      Built with nothing but code

      Celtic Merge is a single page with no engine, no framework, no external assets and no network calls. All twenty-four relics, the cauldron well, the shrine, the carved board, the knotwork borders and every particle are drawn at runtime on a 720×1280 canvas; the music and effects are synthesised in the Web Audio API from a D-major pentatonic harp, a bodhrán and a set of bronze bells. Each chapter's sealed slabs come from a fixed per-chapter seed, so the puzzle in front of you is the same puzzle on every device and every attempt — a chapter you keep failing is a chapter you are learning. Par values were measured, not chosen: a greedy solver plays all thirty chapters in Node and each chapter's par is that run plus a margin for a human.

      MergePuzzleCeltic Myth CasualRelaxing30 Chapters Endless ModePhone & DesktopNo Download

      Frequently asked questions

      How do you play Celtic Merge: The Four Treasures?

      Tap the well to bring up a relic, then drop it onto an identical relic to merge the two into the next thing up the chain. Two chipped shards make a carved stone, two carved stones make an ogham pillar, and so on to the sixth tier. Drag a relic the shrine is asking for onto the Shrine of Ériu to hand it over. The well is free, so nothing limits how many relics you pull up except the board itself.

      What is the goal of each chapter?

      Every chapter has a short list of relics the shrine wants: one carved stone, two bronze bowls, a standing stone. Deliver all of them and the chapter is won. From chapter sixteen the demands move up the chain, and chapter thirty asks for all four six-tier treasures at once — Lia Fáil, Claíomh Solais, Areadbhair and the Coire Dagda.

      How do I lose a chapter?

      The board is the only resource in the game. Tap a full board and the well refuses to give you anything; fill every cell with nothing mergeable and the chapter is lost, because a merge is the only way to make space again. The fix is always the same one: merge early instead of hoarding, and never merge two relics the shrine wants separately.

      What are the three stars for?

      One star for finishing the chapter at all. A second for finishing inside par — the tap count printed on the HUD, which was set by replaying every chapter with a solver rather than guessed. The third for finishing inside par, leaving six or more cells free, and never spending an undo, which is a clean board rather than a lucky one.

      What do the sealed slabs do?

      Sealed slabs of the old road sit on cells and cannot hold a relic. They crack whenever a finished relic lands in a cell next to them, so a merge is also a tool: one shockwave per adjacent merge, and slabs with two or three health need two or three merges beside them. Heavy slabs can also be shattered outright with the Stone Song booster.

      Is there an endless mode?

      Yes. Finish chapter thirty and the Ever-Cairn opens: an endless run on the same board where the shrine never stops asking, each wave demanding higher tiers and sometimes two of them, with no par and no undo limit. Your best wave and the deepest relic you have ever forged are kept on this device.

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