The Chronicles
The Marches burned first, and the fires have not gone out. Someone walked away from that. It may as well be you.
- Six acts
- 48 fights
- 12 decisions
Each act ends in a Trial against its hero. Win it, and the hero goes with you.
Moonstone keeps an impression, the way wax keeps a seal. The Order pressed its champions into it, and the stone still holds them. Carry it, and what it holds goes with you into every duel.
You bring your whole warband: eight cards, one of each class, and a hero. Both hands are face up from the first round. The only secret is the card each side is about to send.
Tap a card to send it into the line. The two cards strike in the same instant, and one that survives stays to meet the next.
Damage past what it took to kill a card lands on its Standard. Break their Standard, or take their last card, and the duel is yours.
Every two rounds, every card grows. A card waiting in hand sharpens the stat its class is built on. A card holding the line puts it all into Attack.
A hero never enters the line. It is one fixed rule for the whole duel: Lyra's Rogues strike first, and Thane's Guardians cannot be struck first.
No dice. The same cards in the same order give the same result every time.
Six of the seven places on the map are open from the first night. Go to them in whatever order you like.
The Marches burned first, and the fires have not gone out. Someone walked away from that. It may as well be you.
Each act ends in a Trial against its hero. Win it, and the hero goes with you.
They dug for moonstone and found the seam kept going. The ones who came back agree on almost nothing.
Wounds carry from fight to fight, down to the Warden. Fall, and you keep 40% of what you carried. The dark keeps the rest.
Nobody built it. The floors do not end.
Every fifth floor offers a boon until all twelve are yours. Each floor pays the moment you clear it, your best floor is kept, and one lost duel ends the climb.
The city pays in coin and asks no questions, provided the terms are met exactly as written.
Win in eight rounds. Never commit the Guardian. Every term you meet pays on top, and the weekly Charter pays shards when every term is met.
The abbey keeps no relics and no coin. It keeps problems, and it has never once been in a hurry.
Both warbands are supplied and the foe's next move is written down. Your collection plays no part.
The mountain has been open a long time. It asks you to carry more each time you come back.
Each Ordeal adds one curse to all the ones below it. First clears pay iron and shards.
Stones stand where the ground was opened and closed again. Whatever is owed here has not been collected.
There is no way in from the Road. The Chronicles reach it last, in Act VI.
Eight classes in five tiers, and six heroes. You field one copy of each class and raise one hero, and everything else waits for the forge.
I · Common
II · Rare
III · Epic
IV · Legendary
V · Mythic
A hero never fights in the line. It is one fixed rule on your side for the whole duel, and you raise one at a time. Every new player starts with Lyra.

Your Knights get +2 ATK.
Act I · The Marches
Your Guardians cannot be struck first.
Act II · Karrow Deep
Your Rogues strike first.
Act III · The Reeking Quarter
A standing Cleric heals 2 a round.
Act IV · The Sorrow Vale
A standing Dragon burns their Standard 2 a round.
Act V · The Ashen Reach
Your Golems strike once more as they fall.
Act VI · The BarrowsFour sets of looks, one for every class. They change the art and nothing else.
BasicThe art they were painted in.
CelestialStarlight and silver.
InfernalForged in the fire.
AbyssalCold light, deep water.
UmbralBlackened plate and nightfall.Three packs of five cards, and the fifth card always lands at its pack's rarity or better. Every pack has an Odds page, worked out from the same tables the game rolls with.
Fifth card Rare or better. Any card can drop.
Fifth card Epic or better, and three times the Satchel's chance of a Legendary or better somewhere in the pack.
Fifth card Legendary or better, and a look you do not have yet, while any are left.





The Marches burned first. Someone walked away from that. It may as well be you.
Raise a stable of horses and train them up to county fair champions.
Take over a run-down course at Moonstone Pines and tap it into a golf empire.
A quiet pixel valley and one field to start, built up a little at a time.