Nine factions · evolving Companions · strategic deck building
The Living Atlas · nine playable factions
Nine factions. A strategy only you would build.
Choose your Companion. Build your deck. Discover how healing, movement, curses, raw strength, timing, Encore, Constructs, Reactions and Awakening can change the contest for every Route.
9Playable factions18Companion choices90Named companion illustrations30Cards in your deck
Nine ways to read the battlefield.
Hold the road. Bring everyone home.
Hearthbound
Healing, protection and durable defenders create room for your explorers.
When the road to the lantern infirmary vanished, the Hearthbound kept its lamps burning. Brindle carries the promise of a new refuge; Korr remembers every traveler sheltered beneath his scales. They will rebuild the crossings, but first they must decide which old walls still protect people and which have become a prison.
Movement, precise Challenges and card selection reward careful route planning.
The Skyrunners saw the missing road disappear from the constellations before it vanished from the earth. Vey follows the changing winds; Nima charts the spaces between familiar stars. Their maps disagree for the first time, and the only way to learn which is right is to fly beyond both.
Use the temporary Netherway, displacement and curses to unsettle opposing plans.
The Veilborn live beside the roads the Atlas chooses to forget. Nyxara guards their thresholds; Morrow follows the echoes of those who crossed and never returned. The lost infirmary has appeared on the wrong side of a gate, and its lanterns are drawing something toward the waking world.
Pressure defenders with Force, Challenge chains and rewards for qualifying defeats.
The Ironmaw know that a blocked road can become a battlefield—or a place to stand together. Rauk grows from an unarmored pathbreaker into a charger or protector. Skara's strength takes another shape with every journey: more powerful limbs, a deadlier bite, and eventually a silhouette the canyon has never seen.
Foretell delayed effects publicly, plan ahead and exploit the timing of their resolution.
The Covenant measures roads in moments as well as miles. Orryx carries an unfinished hour; Saela keeps maps of tomorrows that may never arrive. Both have seen the infirmary restored. Neither has seen the same travelers return from it.
Sequence Challenges and Encore effects to turn one action into an opening for the next.
When the Atlas falls silent, the Revelwild bring a procession. Zazri's masks hold a thousand stories; Pippa's lantern heart keeps their rhythm alive. They have come to perform at an infirmary that no longer exists, honoring an invitation signed by someone the others have forgotten.
Constructs hold Routes and support exploration; protect them while opponents seek ways to dismantle them.
The Prismforge believe every broken crossing can be remade. Vitra gives living glass its purpose; Keldrax carries a citadel wherever there is no foundation left. The missing road resists every structure they raise, as though the Atlas remembers something their designs have overlooked.
Retain Charge in Reserve and choose when to answer with a legal Reaction.
In the Atlas's abandoned concrete districts, the machines never received an order to stop guarding the gates. Aegrix still stands at the last one. Syntra has begun asking who those gates were meant to protect. The arrival of living travelers gives the question an answer neither protocol anticipated.
Commit to an Awakening, protect the preparation and resolve its effect on a later turn.
Long before the roads were drawn, the Elderwake moved beneath them. Tharuun feels their foundations shifting; Nhalora remembers the coast before the lanterns had names. The forgotten road has disturbed something older than the Atlas's maps, and the ancient companions are finally waking to meet it.
Start with a complete 30-card deck, then tune its balance of Allies, Tactics and Constructs. Choose a Companion whose evolution paths support the way you want to win.
Spot a weakness. Change a few cards. Find the answer your opponent did not prepare for.
Mix cards from all nine factions. Pair a protective core with mobile explorers, combine timing tools with board control, or build a strategy around an interaction nobody at your table has tried.
Exactly 30 cards and printed copy limits still apply. Your Companion anchors faction-wide benefits. Test a discovered list, build a counter, then refine your own.
36,912 simulated deck-search games so far. Promising lists are starting points for discovery; human play and unexplored combinations can change what wins.
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.
The Missing Road · a world shared by nine factions
A road vanishes from the Atlas. A lantern keeps burning where an infirmary once stood. Nine expeditions follow its light, each carrying a different answer to what a road is for.
Some would rebuild it. Some would guard it. Some remember why it was erased. Their stories meet at the same crossing—and your deck decides which strengths travel together.
Prismforge update: Opposing Constructs block Explore until destroyed or relocated. Resonance Spire adds +1 Renown to the first friendly Explore there each owner turn; the Explore button includes this bonus. New full decks contain 15 Allies, 9 Tactics and 6 Constructs (two of each). Existing saves retain their original decks. Rules, deck changes and tests.
Full balance update: Hourglass gains explicit Construct counterplay and an Orryx planning reward. All changes and fresh nine-faction results. Start a new match for revised cards; existing saves retain their stored cards.
Resume the previous seven-faction release. Earlier seven-faction saves stay on this browser; nine-faction saves are shared between this page and the former nine-faction link.
All nine factions and all 18 Companions are playable here, with the latest balance updates and illustrated growth paths. Play against the practice opponent or a friend on this device. For mixed-faction decks, play Open Atlas.
Start with a full faction deck or build a custom deck within your selected faction. Every deck has 30 cards; your chosen Companion starts outside it. Different factions have different deck recipes. Browse all nine factions’ cards and forms.
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 CompanionChoose a first evolution, then ascend into a distinct final form.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.
Beginner takes short turns with basic cards. Intermediate uses immediate faction tactics. Advanced compares action sequences and visible opponent replies, boosts scoring before exploring and reinforces vulnerable blockers. All use the same cards, Charge and rules; difficulty applies to practice matches.
Turn order and shuffleCustom build · edit your selected faction decks
Start from each full faction list and edit either or both decks. Exactly 30 cards per deck; no required Ally/Tactic/Construct ratio. Use up to three copies per identity, except Vanta: maximum one. Companions and path references stay outside the deck.
Matches save on this browser after every action. Reopening this page restores an unfinished match. Clearing site data or using another browser will not carry the save over.
Complete starter deck contents
Guided tutorial · prepared mid-match position
Opponent turn playback
Opponent is acting…
Pass the device to the active player before revealing their hand.
Plan an ability
Your hand
Select a card to play it, or discard it for 1 Charge during your main turn. No replacement draw.
Choose an action
Select a unit or a card to see its role, stats and available actions.
Working story canon. Personalities explain the cards; they add no extra gameplay abilities. Ally names describe species or roles, so three copies represent different individuals.
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.
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.
Both Companions start ready at Lantern Crossing. Each 30-card deck draws five. Each player may replace their full opening hand once.
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.
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.
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.
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.
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.
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.
Glass Orchard gives every character there +1 Force. Lantern Crossing has no extra effect.
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.
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.
Playtest debriefSpecialist playtest tracking
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