The Living Atlas · complete local match prototype

WAYBOUND

Digital tabletop 0.36 · Faction balance trial

Browse every current card

Every character remains available. Choose full faction decks or use the custom editor. Companions sit outside the 30-card deck; Vanta remains Mythbound with a one-per-deck limit. See the current card catalog for every card, path and Ascension.

Original creature cultures · lore archive

Two guilds, four creature cultures. Shared anatomy, materials and movement connect each family; personalities and poses distinguish individuals. In the current four-faction/custom balance draft, Ironmaw gains 1 Renown from its first own-turn Challenge defeat of an opposing Ally, maximum 1 per turn in new matches. Direct Tactics and Cleave spillover do not trigger it. All eight newcomers now have individual illustrated portraits in their cards, hand and inspector; the original concept sheets are preserved below. Portraits are draft game art. Articulated character animation and final print-art review remain pending.

First Footsteps concept lineup: Wickmender, Cindertusk, Reedrunner and Glass Lynx The Next Crossing concept lineup: Hearthshell, Thornrush, Veilwing and Duskquill

Opening story: The missing road leads to a shuttered infirmary. Wickmender follows its fading lanterns, Cindertusk carries the doors he once broke, Reedrunner brings an undelivered message, and Glass Lynx discovers the road disappeared from the stars before it disappeared from the ground.

The next chapter: Hearthshell reveals the infirmary’s lantern never went out. Thornrush clears its buried threshold; Veilwing’s sealed letter identifies a road the Atlas deliberately forgot. Duskquill must choose whether to restore that road before knowing why it was erased. These story beats add no hidden gameplay rules.

Elusive remains reserved. No current faction card may Explore past a ready opposing defender.

Digital tabletop · nine-faction prototype 1

All current cards · Balance results · New faction illustrations · Original faction illustrations

Resume an earlier version

Original four-faction game · Previous seven-faction game · Construction draft · First Prismforge draft

Living machines. Awakening giants.

Nine-faction prototype: play the Vigilant Array or Elderwake against any existing faction. New rules and stats are experimental; their illustrations are pending. Practice opponent and shared-device hotseat are available. This is not remote multiplayer. Return to the seven-faction release · New cards, rules and test results

Historical faction test results (v0.30)
Open matchup details and test limitations

Choose Hourglass Covenant against any current faction, or test any pairing in this isolated laboratory. Each has a 30-card deck with 20 Allies and 10 Tactics, plus two Companion options. Veilborn explores the temporary Netherway; Ironmaw builds Force and chains Challenges. Open the complete rules and character reference.

Race to 20 Renown. Explore to score, protect routes with ready units, or challenge opponents to open a path.

Charge grows with experience: each player begins with 1 Charge capacity, gains +1 on each later turn, and eventually refills to 6.

Explore the AtlasMove across three Routes and turn Insight into Renown.
Grow your CompanionEarn journey marks, then choose a permanent adult path.
Outplay the tableUse specialists, Tactics and challenges to open a scoring window.

Beginner, Intermediate and Advanced describe learning complexity, not faction strength. You can also choose any two factions freely.

Turn order and shuffle

Complete starter deck contents
How to play · full alpha rules

New-match trial: After choosing a path, earn three more Journey marks and pay 3 Charge to ascend once. Keep the path; gain +2 Force / +2 Guard and a new ability. All eight Companions start with Guard 5. Existing path stats remain unchanged. Companion defeats reset all Journey marks and skip two owner turns. Glass Orchard grants +1 Force. Start a new match to use these rules; older saves retain their rules.
Goal: finish your turn with at least 20 Renown. At the end of round 12, higher Renown wins, then Companion journey marks; a further tie is a draw.

  1. Current four-faction/custom balance opening: the first player cannot Explore on their first turn. The second player receives +1 available Charge on their first turn only; capacity and later income do not increase.
  2. Both Companions start ready at Lantern Crossing. Each 30-card deck draws five. Each player may replace their full opening hand once.
  3. Start a turn: ready your units, reset movement limits and turn effects, draw one, then refill charge. If your hand is empty at the start, draw five instead of one (as many as available). Emptying your hand does not draw immediately. The first player skips their first normal draw. Capacity starts at one, rises on each later turn, and caps at six.
  4. Pay charge to play Allies ready at any open Route. There is no character limit. New Allies may Explore (when opening rules allow), Challenge or move immediately; normal movement exhausts them. On-entry choices happen immediately.
  5. Each ready unit may normally move once to an adjacent route for one charge. Moving into Windbridge is free. Explicit card effects ignore readiness and normal movement limits.
  6. Explore: exhaust a ready unit and gain Renown equal to Insight. ANY ready enemy at the same Route blocks Explore, regardless of Guard or Insight. Exhausted enemies do not block it. Each Companion earns at most one journey mark per turn.
  7. Challenge: declare with a ready unit. If the opponent has one ready unit at that Route, it defends automatically; with several, the defending player chooses one. If there are no ready defenders, the attacker chooses any opposing unit there. Exhaust the attacker and deal its Force with no retaliation; the defender stays ready. Damage persists. At damage ≥ Guard, an Ally is discarded; a Companion returns exhausted to Lantern Crossing, clears damage, loses all journey marks, and keeps its chosen path. It stays exhausted through its next two owner turns, with no active abilities; it readies on the third. It remains vulnerable to attack; another defeat restarts recovery.
  8. At three journey marks, pay two charge and permanently choose a path. Keep location, damage, readiness and marks. Hearthkeeper: 1/7/2, Explore heals another friendly unit here by one. Trailblazer: 3/5/1, first normal move free. Windguide: 2/5/2, first normal move free. Stormwing: 4/5/1, its own Challenge defeat of an Ally scores one Renown.
  9. Glass Orchard gives every character there +1 Force. Lantern Crossing has no extra effect.
  10. Ironmaw Claim the Way in the current four-faction/custom balance draft: gain 1 Renown from the first own-turn Challenge that defeats an opposing Ally, maximum 1 per turn in new matches. Companions, direct Tactics and Cleave spillover do not count.
  11. Act in any order on your own turn. The opponent makes defender, dodge and Cleave choices when prompted; Tactics remain main-phase actions. Win is checked when you end your turn; otherwise discard to seven, clear temporary effects, and pass. Empty decks recycle their discard pile; if both are empty, skip the draw.

Expansion paths: Korr chooses Shellwarden or Bridgewright; Nima chooses Chartweaver or Stormdancer. Resolve actions and defeats before path triggers. The first Ally played anywhere this turn counts for Bridgewright, even before transformation. Movement attached to Explore or Challenge is optional: choose the action with movement or the plain action to skip it. Rooted Allies cannot move; Swift only changes normal move cost.

A normal move exhausts the moving unit. Movement printed as part of a card or ability does not exhaust unless that effect says so. Card effects with no legal target do nothing; the card still costs charge. You choose healing and movement targets explicitly. The optional experimental first-player rule prevents only the starting player's first-turn Explore.

Layout 0.3 uses separate journey reference cards outside the decks. Original starter costs and stats remain alpha 0.2. Expansion cards use draft 0.3.

The Missing Road · opening scene