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.
Earlier development reference. Use the current card catalog for updated costs, stats and abilities, or play the seven-faction release.
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.
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.
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.
| Companion | Cross-faction model wins | Rate |
|---|---|---|
| Orryx, the Unfinished | 115 / 256 | 44.9% |
| Saela, Keeper of Tomorrows | 90 / 256 | 35.2% |
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.
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.




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.
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.
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.
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.
Force 1 / Guard 2 / Insight 1
Instinct — Relies on its printed stats.
Force 2 / Guard 3 / Insight 0
During your turn, this character has +1 Force while you have a pending Foretell Tactic.
Force 1 / Guard 3 / Insight 2
Instinct — Relies on its printed stats.
Force 2 / Guard 2 / Insight 1
Instinct — Relies on its printed stats.
Force 5 / Guard 3 / Insight 0
Instinct — Relies on its printed stats.
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.
Foretell — At your next turn’s Foretell step, draw 2 cards.
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.
Deal 3 damage to an opposing character at any Route. This is immediate, not Foretell.
A friendly character gains +2 Insight until the end of your turn. Does not ready it. This is immediate.
Foretell — Choose a normal Route when scheduling. At resolution, heal one friendly character there by 3.
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