Play the Hourglass laboratory · Standard game

Earlier development reference. Use the current card catalog for updated costs, stats and abilities, or play the seven-faction release.

The Hourglass Covenant is playable.

Experimental prototype 0.1. Both companions, all 16 card designs, the full 30-card deck, four first paths and two Ascensions are implemented in a separate laboratory. Revelwild and Prismforge are playable in the seven-faction laboratory; all expansion balance remains experimental. This is not a balanced release. The laboratory has a separate saved match from the standard four-faction game.

Quick start

  1. Open the laboratory. It defaults to Hourglass Covenant against Ironmaw.
  2. Choose Orryx for discounted planning or Saela for optional repositioning. Choose an opponent and practice AI or local shared-device play.
  3. Select a Foretell Tactic in your hand. Use a scheduling button to pay now and, when required, lock a normal Route.
  4. Both players can see the pending plan above the board. Your opponent gets a turn to react.
  5. At your next turn, ready, refill and draw normally; the scheduled effect then resolves before ordinary actions. Complete any healing or Companion choices before continuing.

Exact prototype timing

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Foretell does not grant extra turns, ready units or skip opposing turns. These abilities are implemented in the experimental Hourglass laboratory only.

Prototype trigger order: resolve the Tactic; discard it; apply Sentinel and automatic path healing/draw; then offer Age of Ruin damage, Chronarch Force, Saela normal movement and Witness movement where applicable. Each optional effect may be skipped. Recovering Companions do not receive these triggered choices or Orryx’s discount; Pendulum Warden’s continuous conditional Force still works. Victory remains checked at end of turn.

What to try

Implementation checks

16 targeted rule groups cover payment, one public slot, save/resume, empty-hand timing, locked Routes, missing targets, blockers, private ordering, redirection, recovery, all path/Ascension branches, actual upgraded effects and legal AI evacuation. Ten minimal-DOM interface groups execute the compiled scripts and real launch, schedule and resume handlers.

Both Hourglass Companions against both Companions from all five laboratory factions, including Hourglass mirrors; both seat orders and starts; all four scoring/aggressive combinations; two fresh seed blocks 81000–81001. Full 30-card decks. Every action is save-roundtripped and exact card inventories checked, including public pending and resolving Tactics. This is implementation and policy coverage, not a conclusive balance experiment; mirrored records and seed blocks are dependent.

640 completed games; 1760 Foretell schedules; 136 delayed healing choices. Exact 30-card conservation includes scheduled and currently resolving Tactics. Negative Charge, unresolved defeats and action loops were checked after every action.

CompanionCross-faction model winsRate
Orryx, the Unfinished115 / 25644.9%
Saela, Keeper of Tomorrows90 / 25635.2%

These small-seed heuristic results measure implementation coverage, not human strength or final balance. The AI schedules delayed cards and can evacuate valuable Allies from a lethal public Fracture, but it does not plan optimally. Browser layout has not been tested in this environment.

Illustrations and motion

Browse all 69 expansion illustrations

All 22 Hourglass card/form references now have individual illustrations: 16 card designs, four first paths and two Ascensions. Every upgraded form has its own pose and image. Browse the complete three-faction illustration gallery for all 69 paintings. Existing short action effects remain; bespoke articulated Hourglass animations are not yet produced.

Orryx, the Unfinished
Orryx, the Unfinished
Saela, Keeper of Tomorrows
Saela, Keeper of Tomorrows
Secondhand Sentinel
Secondhand Sentinel
Yesterday’s Echo
Yesterday’s Echo

Complete card rules

HC-001 / Companion / outside deck

Orryx, the Unfinished

Force 1 / Guard 5 / Insight 1

Once during your turn, reduce the Charge cost of a Foretell Tactic you schedule by 1, minimum 0. The pending-slot limit still applies.

HC-002 / Companion / outside deck

Saela, Keeper of Tomorrows

Force 2 / Guard 5 / Insight 1

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.

HC-003 / Ally / 3 Charge / 3 copies

Secondhand Sentinel

Force 3 / Guard 3 / Insight 0

After your Foretell Tactic resolves, this character gains +2 Force until the end of your turn, once per turn.

HC-004 / Ally / 1 Charge / 3 copies

Yesterday’s Echo

Force 0 / Guard 2 / Insight 1

When played, look at the top 2 cards of your deck and put them back in either order. Do not reshuffle for this effect.

HC-005 / Ally / 1 Charge / 3 copies

Dunewick

Force 1 / Guard 2 / Insight 1

Instinct — Relies on its printed stats.

HC-006 / Ally / 2 Charge / 3 copies

Pendulum Warden

Force 2 / Guard 3 / Insight 0

During your turn, this character has +1 Force while you have a pending Foretell Tactic.

HC-007 / Ally / 3 Charge / 2 copies

Copper Archivist

Force 1 / Guard 3 / Insight 2

Instinct — Relies on its printed stats.

HC-008 / Ally / 2 Charge / 2 copies

Afterimage Courser

Force 2 / Guard 2 / Insight 1

Instinct — Relies on its printed stats.

HC-009 / Ally / 4 Charge / 2 copies

Eonbreaker

Force 5 / Guard 3 / Insight 0

Instinct — Relies on its printed stats.

HC-010 / Ally / 3 Charge / 2 copies

Vesper Clock

Force 1 / Guard 4 / Insight 1

When played, you may change the locked Route of your pending Foretell Tactic to an adjacent normal Route. Its resolution time does not change.

HC-011 / Tactic / 0 Charge / 2 copies

Borrowed Dawn

Foretell — At your next turn’s Foretell step, draw 2 cards.

HC-012 / Tactic / 3 Charge / 2 copies

The Coming Fracture

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.

HC-013 / Tactic / 2 Charge / 2 copies

Last Moment

Deal 3 damage to an opposing character at any Route. This is immediate, not Foretell.

HC-014 / Tactic / 1 Charge / 2 copies

Unwritten Route

A friendly character gains +2 Insight until the end of your turn. Does not ready it. This is immediate.

HC-015 / Tactic / 0 Charge / 1 copies

Deferred Shelter

Foretell — Choose a normal Route when scheduling. At resolution, heal one friendly character there by 3.

HC-016 / Tactic / 1 Charge / 1 copies

Future Claim

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.

Download all 640 match records · New art assets and prompts · Character stories and upgrade specifications