Match log
Chronicle
Opening hand
Tap cards to put back into your library. Hold a card to read it. Draw replacements once — then Round 1 begins.
None selected — keep as dealt, or tap to redraw.
BOT SIM
Watch two AI crafts fight. Random picks crafts + shuffle each time.
Or pick crafts:
LEARN THE GAZE
First Gaze covers shared law. Each heresy Teach is a full curriculum — fundamentals plus that craft’s kit, combos, and counters. No shortcuts.
CHOOSE YOUR HERESY
Each craft is a private keyword kit under shared Gaze law. Pick yours, then who you face.
Opponent
PAUSED
The Gaze holds still.
HOW TO PLAY
Things only fully exist when Witnessed. Figures enter Veiled (half-real, usually weaker). Spend Sight to Witness them — they become real, often hit harder, and fire a one-time Revelation.
Essence — pay to play cards from hand.
Sight — pay to Witness (yours or, with Gaze, an enemy's).
Will — your life (start at 30). Hit 0 and you lose by Break.
Each altitude has a standing Reveal rule — pick lanes on purpose.
HIGH — Gaze Witness costs 1 less Sight. Winning here deals +1 before soft damage.
MID — Witness your own figure here to gain 1 Sight.
LOW — Veiled figures get +1 power, but Witness and Gaze cost +1 Sight.
Essence — cost to play it.
Witness cost — Sight to make it Witnessed (the state of being real).
Veiled power — combat number while half-real.
Witnessed power — combat number once Witnessed. (Witnessed is a state; this number is separate.)
Witness — spend Sight on your Veiled card to reveal it.
Gaze — the same Witness action, but on an enemy Veiled card, so you steal their Revelation. You need a Gaze landmark on that lane (for example Iris Gaze).
Sites — landmarks on a lane (not fighters). They enter already Witnessed and give ongoing effects.
Graft — attach a Relic onto a Figure you control for extra power or triggers.
Stance — with a Third Face sigil on the lane, once per turn you can swap a figure's Veiled and Witnessed power numbers. Useful if you want the bigger number while still Veiled.
Rites — Blind a lane for the turn (no Sight income there). Starve their Sight to push Eclipse.
Break — reduce enemy Will to 0.
Eclipse — Motley Trick seals and card payoffs bank Eclipse. Reach 10 Eclipse to win without Breaking Will.
Time — after 10 rounds, highest Will wins.
When both players Pass, lanes Resolve: higher power wins the lane. Only Witnessed winners chip Will. Veiled winners deal no Will. Veiled losers Hold (cannot die while Veiled). Witnessed losers Fall. Expose first to kill.
Drag a hand card onto a lane, or select it and tap the lane. Hold a card to inspect. Use Witness / Stance, then tap a glowing lane. New? Run First Gaze — it teaches card anatomy, Will / Sight / Eclipse, then a guided match.
SETTINGS
Hold any card to inspect. Drag hand cards onto altitudes to play.
Constructed: 20 cards · ≤2 copies · ≤1 Sovereign · ≤1 prophecy.
First Gaze: short lessons — tap the glowing lane. Hold a card to inspect.
CONSTRUCTED · 0/20
Build a 20-card deck.
Your deck hold card to inspect
Rite
CARD CODEX
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