A turn-based chase on a hexagonal board. You are the night guard, a thief is somewhere in the museum, and every step you take changes the route he intends to take next — so the game is not about catching up with him but about closing the hex he was going to use. Switches open and shut security gates, and the efficient captures pay better than the lucky ones. Fifty handmade nights across five wings, no timer anywhere, and a New Game Plus once the emerald is finally safe.