WAYBOUND / Roads Yet Unwritten
Expansion design draft 0.1. Expansion design reference. Hourglass, Revelwild and Prismforge are playable in experimental laboratories with implementation tests. Prismforge remains an early balance candidate. Final balance is unvalidated.
Retain the v0.36 20-Renown goal, growing Charge capacity up to 6, ready entry, exhausting normal movement, defender-choice character interception, blocking by ready opposing characters, Guard-5 companions, two-turn recovery and existing progression.
At 3 Journey marks pay 2 Charge to choose one first path, retaining state and base abilities unless explicitly replaced. Earn three additional marks after choosing the path, then pay 3 Charge for its one Ascension: +2 Force and +2 Guard, unchanged Insight, retained path and one added ability. Existing defeat/reset/recovery rules apply. Each branch and Ascension requires its own distinct full-body illustration before release.
Hourglass Covenant
Telegraph a plan, pressure a Route and profit when the opponent cannot answer both today and tomorrow.
The Atlas has begun drawing roads one day before they exist. Orryx believes the missing fragments of its body are trapped in those tomorrows. Saela knows restoring every lost future would erase some of the people now alive.
Mechanic rules
- Foretell Tactics are scheduled face up during your main phase, paying their printed Charge cost immediately. Choose a normal Route if the card requires one. Scheduling is playing a Tactic, not an Explore or Challenge.
- Each player may have only one pending Foretell Tactic. A full slot prevents scheduling another; it cannot be replaced or voluntarily discarded. The scheduled card remains a separate public card zone until it resolves.
- At the start of your next owner turn, close expired realms and resolve existing start-step maintenance, then ready units, refill Charge and draw as normal. Next resolve your pending Foretell before main-phase actions. Choose its targets at resolution from the current board.
- A foretold effect uses its locked Route even if characters moved away. If there is no legal target, that part does nothing; the card still resolves and goes to your discard. Delayed resolution does not count as playing the Tactic a second time.
- Foretell does not grant extra turns, ready units or skip opposing turns. New companion and Ally abilities below are draft rules, not existing engine behavior.
30-card draft deck
3 × Secondhand Sentinel · 3 × Yesterday’s Echo · 3 × Dunewick · 3 × Pendulum Warden · 2 × Copper Archivist · 2 × Afterimage Courser · 2 × Eonbreaker · 2 × Vesper Clock · 2 × Borrowed Dawn · 2 × The Coming Fracture · 2 × Last Moment · 2 × Unwritten Route · 1 × Deferred Shelter · 1 × Future Claim
HC-001 / Orryx, the Unfinished
Companion / Outside deck / F1 G5 I1 / 0 deck copies
Once during your turn, reduce the Charge cost of a Foretell Tactic you schedule by 1, minimum 0. The pending-slot limit still applies.
Illustration direction: Floating split-hourglass torso, one weathered copper arm and one unfinished sand-and-stone arm; differently aged legs; broken indigo mask.
HC-002 / Saela, Keeper of Tomorrows
Companion / Outside deck / F2 G5 I1 / 0 deck copies
After your Foretell Tactic resolves, if Saela is ready and has not made a normal move this turn, you may move her to an adjacent normal Route for 0 Charge. This is her normal move and exhausts her.
Illustration direction: Tall many-faced oracle with a single continuous indigo mantle, six offset copper face plates and orbiting amber rings; gliding sideways.
HC-003 / Secondhand Sentinel
Ally / 3 Charge / F3 G3 I0 / 3 deck copies
After your Foretell Tactic resolves, this character gains +2 Force until the end of your turn, once per turn.
Illustration direction: Compact bronze guardian bracing one enormous clockwork arm; short heavy legs and a narrow amber visor.
HC-004 / Yesterday’s Echo
Ally / 1 Charge / F0 G2 I1 / 3 deck copies
When played, look at the top 2 cards of your deck and put them back in either order. Do not reshuffle for this effect.
Illustration direction: Small translucent hourglass creature with a smooth mask and trailing older silhouettes clearly belonging to the same body.
HC-005 / Dunewick
Ally / 1 Charge / F1 G2 I1 / 3 deck copies
Instinct — Relies on its printed stats.
Illustration direction: Young walking sand knot with two copper hooks and a rounded indigo stone head; eagerly climbing a dune.
HC-006 / Pendulum Warden
Ally / 2 Charge / F2 G3 I0 / 3 deck copies
During your turn, this character has +1 Force while you have a pending Foretell Tactic.
Illustration direction: Wide triangular copper guardian balanced on two heavy pendulum legs, amber core suspended between shoulders.
HC-007 / Copper Archivist
Ally / 3 Charge / F1 G3 I2 / 2 deck copies
Instinct — Relies on its printed stats.
Illustration direction: Bent segmented creature carrying an unfurling indigo scroll shell, tiny copper hands and a long amber lens.
HC-008 / Afterimage Courser
Ally / 2 Charge / F2 G2 I1 / 2 deck copies
Instinct — Relies on its printed stats.
Illustration direction: A non-animal running sculpture of interlocking copper chimes, two long spring legs and a flat indigo face; leaping a broken step.
HC-009 / Eonbreaker
Ally / 4 Charge / F5 G3 I0 / 2 deck copies
Instinct — Relies on its printed stats.
Illustration direction: Ancient broad-bodied stone-and-copper figure with a cracked hourglass head and two colossal hammer forearms planted into the sand.
HC-010 / Vesper Clock
Ally / 3 Charge / F1 G4 I1 / 2 deck copies
When played, you may change the locked Route of your pending Foretell Tactic to an adjacent normal Route. Its resolution time does not change.
Illustration direction: An upright split clock-mask creature with four slender legs and a copper pointer tail, actively redirecting a stream of sand.
HC-011 / Borrowed Dawn
Tactic / 0 Charge / 2 deck copies
Foretell — At your next turn’s Foretell step, draw 2 cards.
Illustration direction: Two small amber suns rising inside a cracked copper hourglass above a sleeping observatory.
HC-012 / The Coming Fracture
Tactic / 3 Charge / 2 deck copies
Foretell — Choose a normal Route when scheduling. At resolution, deal 2 damage to every opposing Ally at that Route. Does not hit Companions or Constructs.
Illustration direction: An amber fracture hangs visibly above a bridge while small traveler silhouettes choose separate escape paths.
HC-013 / Last Moment
Tactic / 2 Charge / 2 deck copies
Deal 3 damage to an opposing character at any Route. This is immediate, not Foretell.
Illustration direction: An attacker caught within one sharp amber second as a copper clock hand shatters beside it.
HC-014 / Unwritten Route
Tactic / 1 Charge / 2 deck copies
A friendly character gains +2 Insight until the end of your turn. Does not ready it. This is immediate.
Illustration direction: A character stepping toward a luminous route that is drawing itself across an indigo sky.
HC-015 / Deferred Shelter
Tactic / 0 Charge / 1 deck copies
Foretell — Choose a normal Route when scheduling. At resolution, heal one friendly character there by 3.
Illustration direction: An amber sand canopy slowly crystallizing over an injured traveler at an observatory gate.
HC-016 / Future Claim
Tactic / 1 Charge / 1 deck copies
Foretell — Choose a normal Route when scheduling. At resolution, if a ready friendly character and no ready opposing characters are there, gain 2 Renown. This is not an Explore and grants no Journey mark.
Illustration direction: A copper observatory seal lighting up over an occupied crossing, with a second empty road in the distance.
Companion paths and Ascensions
Prismforge
Invest in vulnerable infrastructure, then exploit the Routes it improves. Win through positioning and sustained value.
Vitra hears a heartbeat beneath the Atlas’s blank pages. Keldrax was built to wall it away, but every wall he raises becomes another living road. They must decide whether they are uncovering a civilization or assembling something that should remain asleep.
Mechanic rules
- Construct is a new support card type, not a character or Ally. Play it to a normal Route during your main phase for its printed Charge cost. Each player may have one friendly Construct per normal Route. A full slot prevents deployment there; no voluntary replacement.
- Constructs have Guard and persistent damage, but no Force, Insight, readiness or Journey marks. They cannot move normally, Explore, intercept, retaliate, transform or block Explore. Their printed passive abilities function immediately unless stated otherwise.
- A ready opposing character at the same Route may Challenge a Construct directly instead of a character, exhausting normally. Ready defenders do not intercept an attack explicitly targeting a Construct. Apply attacker Force and relevant explicit damage bonuses; character protection does not protect Constructs.
- When damage reaches Guard, discard the Construct. Defeating a Construct is not defeating an Ally or character: it does not trigger Claim the Way, Relentless, Breach, Cleave or other Ally/character defeat rewards.
- Existing effects that target only characters or Allies do not affect Constructs. A new card must explicitly name Constructs to damage, heal, return or relocate one. Lane sweeps that defeat Allies leave Constructs intact.
- Constructs can only occupy Windbridge, Lantern Crossing or Glass Orchard. Construct relocation requires an explicit effect and an empty friendly slot at the adjacent destination. Netherway entry and closure never move a Construct.
- This draft starter contains 18 Allies, 9 Tactics and 3 Constructs. A Companion is outside its 30-card deck. The seven-faction laboratory supports Constructs in custom decks.
30-card draft deck
3 × Shardling Surveyor · 3 × Facetbreaker · 2 × Chiselkin · 2 × Chromewarden · 2 × Refraction Mason · 2 × Lattice Vanguard · 2 × Shard Courier · 2 × Core Tender · 2 × Emergency Assembly · 2 × Prismatic Lance · 2 × Pattern Recall · 1 × Facet Surge · 1 × Salvage Order · 1 × Focused Refraction · 1 × Resonance Spire · 1 × Relay Prism · 1 × Facet Bulwark
PF-001 / Vitra, the Shaping Heart
Companion / Outside deck / F1 G5 I1 / 0 deck copies
Once during your turn, reduce the Charge cost of a Construct you play by 1, minimum 1. Route-slot restrictions still apply.
Illustration direction: Elegant floating turquoise plates around a magenta heart, four geometric arms and chrome arcs; assembling a small crystal seed.
PF-002 / Keldrax, Walking Citadel
Companion / Outside deck / F1 G5 I1 / 0 deck copies
Keldrax has +2 Force while at a normal Route containing your Construct.
Illustration direction: Huge low-slung walking citadel of faceted chrome buttresses, a recessed magenta core, turquoise shoulder towers and four heavy legs.
PF-003 / Shardling Surveyor
Ally / 1 Charge / F0 G2 I1 / 3 deck copies
When played, look at the top 5 cards of your deck. You may reveal one Construct and put it into your hand. Put the rest on the bottom in any order. Do not reshuffle for this effect.
Illustration direction: Tiny three-legged floating crystal surveyor with a long turquoise prism lens and a tilted magenta measuring ring.
PF-004 / Facetbreaker
Ally / 3 Charge / F4 G2 I0 / 3 deck copies
This character deals +2 Challenge damage when attacking a Construct. During your turn, this character has +1 Force while at a Route containing your Construct.
Illustration direction: Broad asymmetrical crystalline warrior with one enormous prism fist, narrow head and splayed chrome feet.
PF-005 / Chiselkin
Ally / 1 Charge / F1 G2 I1 / 2 deck copies
Instinct — Relies on its printed stats.
Illustration direction: Young turquoise stone figure with short angled legs, one tiny chisel hand and a glowing magenta chest seam.
PF-006 / Chromewarden
Ally / 2 Charge / F2 G3 I1 / 2 deck copies
During your turn, this character has +1 Force while at a Route containing your Construct.
Illustration direction: Tall polished chrome guardian with a split turquoise shield torso and angular braced knees.
PF-007 / Refraction Mason
Ally / 3 Charge / F1 G3 I2 / 2 deck copies
Instinct — Relies on its printed stats.
Illustration direction: Graceful many-jointed crystal artisan with a magenta lens crown and two long arms measuring a suspended arch.
PF-008 / Lattice Vanguard
Ally / 3 Charge / F4 G4 I0 / 2 deck copies
Instinct — Relies on its printed stats.
Illustration direction: Heavy interlocking mineral warrior with a rotating square core, thick crystal thighs and two serrated chrome forearms.
PF-009 / Shard Courier
Ally / 2 Charge / F2 G2 I1 / 2 deck copies
When played, you may relocate one of your Constructs to an adjacent normal Route with an empty friendly Construct slot. Keep its damage.
Illustration direction: Running angular messenger with two long turquoise legs and a hovering chrome cargo ring, no animal anatomy.
PF-010 / Core Tender
Ally / 2 Charge / F1 G3 I1 / 2 deck copies
When played, heal one of your Constructs at this Route by 2.
Illustration direction: Small rounded mineral caretaker unfolding four delicate chrome tools around a magenta ember.
PF-011 / Emergency Assembly
Tactic / 0 Charge / 2 deck copies
Relocate one of your Constructs to an adjacent normal Route with an empty friendly Construct slot, then heal it by 2.
Illustration direction: Chrome arms moving a cracked turquoise spire between two bridges while fresh facets close its wounds.
PF-012 / Prismatic Lance
Tactic / 2 Charge / 2 deck copies
Deal 3 damage to an opposing character or Construct at any Route.
Illustration direction: A single magenta beam refracting through turquoise crystal toward a distant fractured target.
PF-013 / Pattern Recall
Tactic / 1 Charge / 2 deck copies
Draw 2 cards.
Illustration direction: Two luminous construction patterns rising from a faceted magenta memory core.
PF-014 / Facet Surge
Tactic / 1 Charge / 1 deck copies
A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.
Illustration direction: A crystal warrior’s forearm unfolding into a brilliant turquoise striking facet.
PF-015 / Salvage Order
Tactic / 0 Charge / 1 deck copies
Return one of your damaged Constructs to your hand, clearing its damage, then draw 1 card. It must be replayed for its normal cost.
Illustration direction: Broken mineral fragments being carefully gathered into a chrome ring, revealing a new glowing pattern.
PF-016 / Focused Refraction
Tactic / 2 Charge / 1 deck copies
Deal 4 damage to an opposing Ally at a normal Route containing your Construct. Cannot target Companions or Constructs.
Illustration direction: Three aligned crystal lenses concentrating magenta light on an opposing silhouette beside a defended spire.
PF-017 / Resonance Spire
Construct / 2 Charge / Guard 3 / 1 deck copies
Guard 3. The first friendly character to Explore here during your turn gains 1 additional Renown. This bonus is not an additional Explore or Journey mark.
Illustration direction: Slender turquoise spire with a suspended magenta bell core and chrome roots planted into a bridge.
PF-018 / Relay Prism
Construct / 2 Charge / Guard 3 / 1 deck copies
Guard 3. Once during your turn, reduce the Charge cost of a friendly character’s normal move from this Route by 1, minimum 0. It still exhausts unless its own ability says otherwise.
Illustration direction: A low rotating turquoise prism in a chrome cradle, casting a magenta path toward an adjacent crossing.
PF-019 / Facet Bulwark
Construct / 2 Charge / Guard 4 / 1 deck copies
Guard 4. Once per numbered round, reduce the first positive Challenge damage dealt to a friendly Ally here by 1, minimum 1. Does not combine with another Challenge-damage reduction; use the largest reduction. Does not protect Companions or Constructs.
Illustration direction: Three interlocking low chrome-and-turquoise plates surrounding a small recessed magenta generator.
Companion paths and Ascensions
Revelwild
Sequence Challenges and Explores at a shared Route to activate complementary characters. Win through coordination rather than individual brute strength.
Zazri wants to stage the Atlas’s missing ending. Pippa discovers the audience are memories of travelers who never arrived. To let them leave, the troupe must perform a story whose final act nobody remembers.
Mechanic rules
- Encore is a triggered ability with its own printed event and limit. Unless a card explicitly says otherwise, it triggers only during its owner’s turn and only after ANOTHER friendly character at the same Route finishes the stated action.
- For an Explore, check the shared Route at the moment Renown is awarded, before an explorer’s forced Netherway exit. For a Challenge, use the attacking character’s origin Route when that Challenge began; resolve damage, defeats and mandatory choices before Encore.
- A character must still be on the board at the triggering Route when its Encore resolves. Defeated or recovering Companions cannot trigger Encore. Exhausted characters may use passive Encore unless the ability requires readiness.
- Each printed Encore is limited to once per owner turn per character. Encore effects cannot trigger other Encores. A Tactic dealing damage, awarding Renown or moving a unit is not a Challenge or Explore.
- If multiple friendly Encores trigger from the same action, their owner chooses their resolution order. Resolve them before beginning a new main-phase action. Declining an optional Encore consumes that trigger for the turn.
- No Encore readies a character in this first draft. Normal moves still exhaust, ready opposing defenders still block Explore, and the defender still chooses character interception.
- Track completed friendly Challenges by attacker ID and origin Route for the current turn. Steal the Spotlight and Standing Ovation use that public action history even if the earlier attacker has since moved or been defeated.
30-card draft deck
3 × Tatterstep · 3 × Grumbleglow · 3 × Paintspark · 3 × Ribbon Duelist · 2 × Maskbearer · 2 × Parade Weaver · 2 × Crescendo Hulk · 2 × Backstage Sprite · 2 × Steal the Spotlight · 2 × Curtain Call · 2 × Crowd Favor · 2 × Painted Rebuke · 1 × Standing Ovation · 1 × Empty Seats
RW-001 / Zazri, the Grand Misrule
Companion / Outside deck / F1 G5 I1 / 0 deck copies
Encore — After another friendly character Challenges from this Route, Zazri gains +1 Insight for its next Explore this turn, once per turn. An unused bonus expires at turn end.
Illustration direction: Tall porcelain crescent mask, midnight-violet lantern torso, four long ribbon arms with tassel hands and two bent stilt legs; theatrical bow.
RW-002 / Pippa, Lanternheart
Companion / Outside deck / F1 G5 I1 / 0 deck copies
Encore — After another friendly character Explores here, you may heal a friendly character here by 2, once per turn.
Illustration direction: Small floating lantern creature with a folding hot-pink body, orange heart, ribbon hands and a wide curious mask; hovering protectively.
RW-003 / Tatterstep
Ally / 2 Charge / F2 G2 I1 / 3 deck copies
Encore — After another friendly character Explores here, if Tatterstep is ready and has not moved normally this turn, you may move it to an adjacent normal Route for 0 Charge. This is its normal move and exhausts it.
Illustration direction: Spindly dancer with enormous folded violet feet and long pink ribbon legs; twisting into an exaggerated mid-step.
RW-004 / Grumbleglow
Ally / 3 Charge / F3 G3 I0 / 3 deck copies
Encore — After another friendly character Challenges from this Route, Grumbleglow gains +2 Force until turn end, once per turn.
Illustration direction: Squat lantern-bellied creature with a huge painted grin, oversized orange fists and short pink ribbon legs; winding up a punch.
RW-005 / Paintspark
Ally / 1 Charge / F1 G2 I1 / 3 deck copies
Instinct — Relies on its printed stats.
Illustration direction: Tiny rounded paint spirit with a half-finished violet mask, orange belly light and two springy pink ribbon feet.
RW-006 / Ribbon Duelist
Ally / 2 Charge / F3 G2 I0 / 3 deck copies
Encore — After another friendly character Explores here, this character gains +1 Force until turn end, once per turn.
Illustration direction: Lean masked performer with two broad ribbon blade-arms, violet folded legs and a single orange eye slit; fencing stance.
RW-007 / Maskbearer
Ally / 3 Charge / F1 G4 I1 / 2 deck copies
Encore — After another friendly character Challenges from this Route, heal Maskbearer by 1, once per turn.
Illustration direction: Broad-backed spirit carrying a fan of distinct porcelain masks, thick ribbon arms and a violet lantern chest; patiently braced.
RW-008 / Parade Weaver
Ally / 3 Charge / F1 G3 I2 / 2 deck copies
Instinct — Relies on its printed stats.
Illustration direction: Tall delicate spirit weaving hot-pink banners between four long fingers, orange core and sweeping violet skirt-like legs.
RW-009 / Crescendo Hulk
Ally / 4 Charge / F4 G4 I0 / 2 deck copies
Encore — After another friendly character Explores here, this character gains +2 Force until turn end, once per turn.
Illustration direction: Massive rounded violet performer with drum-like shoulders, heavy ribbon fists and an enormous orange furnace grin; low rolling charge.
RW-010 / Backstage Sprite
Ally / 1 Charge / F0 G3 I1 / 2 deck copies
Instinct — Relies on its printed stats.
Illustration direction: Small folded violet lantern spirit peeking through a pink curtain-shaped mantle, orange cheeks and wide flat ribbon feet.
RW-011 / Steal the Spotlight
Tactic / 1 Charge / 2 deck copies
A friendly Ally gains +3 Force until turn end. If another friendly character already Challenged from that Ally’s current Route this turn, draw 1 card. Does not ready the Ally or prevent Explore.
Illustration direction: A bright orange spotlight sliding from one masked performer to a second whose ribbon fists flare pink.
RW-012 / Curtain Call
Tactic / 0 Charge / 2 deck copies
Return one of your Allies to your hand, clearing its damage and temporary effects, then draw 2 cards. Cannot target Companions. Replaying the Ally costs its normal Charge.
Illustration direction: A battered small performer bows into a sweeping violet curtain while two fresh luminous tickets unfurl.
RW-013 / Crowd Favor
Tactic / 1 Charge / 2 deck copies
Draw 2 cards.
Illustration direction: A chorus of empty painted masks applauding as two orange tickets rise above the midway.
RW-014 / Painted Rebuke
Tactic / 2 Charge / 2 deck copies
Deal 3 damage to an opposing character at any Route.
Illustration direction: A sharp orange stroke cutting through violet stage mist toward a looming opposing silhouette.
RW-015 / Standing Ovation
Tactic / 1 Charge / 1 deck copies
Choose a normal Route and a friendly character that already Challenged from there this turn. The next friendly Explore there this turn gains 2 additional Renown if its explorer is different from that chosen attacker. No additional Journey mark.
Illustration direction: A successful fighter taking a bow while another performer discovers a bright road beyond the empty audience.
RW-016 / Empty Seats
Tactic / 2 Charge / 1 deck copies
Return an opposing Ally at a normal Route to its owner’s hand, clearing its state. You may then deal 1 damage to a different opposing Ally still at that Route. Cannot target Companions.
Illustration direction: One rival’s painted chair folds shut into a violet curtain while a neighboring mask is struck by a tiny orange spark.
Companion paths and Ascensions