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

Your cue.
Make it count.

Revelwild prototype 0.1 is playable: 16 card designs, a full 30-card deck, two Companions, four paths, two Ascensions and all 22 illustrations. Choose opponents from six factions, including Hourglass. This laboratory has a separate saved match. Practice AI and local shared-device play are available.

Start with a combination

  1. Put Zazri and Ribbon Duelist at Lantern Crossing, with a ready opposing Ally there.
  2. Challenge with Ribbon Duelist. When several defenders are ready, the defender chooses the interceptor.
  3. Finish any mandatory damage and follow-up choices. Zazri’s Encore then offers +1 Insight for his next Explore this turn.
  4. If no ready opposing character remains there, Explore with Zazri for 2 Renown. The Insight bonus is consumed.

Pippa offers another approach: let a friend Explore beside her, then heal a friendly character there by 2. Lantern Maestra replaces that with 3. Her Ascension refunds up to 1 Charge only when her Encore actually heals damage, once per owner turn.

Encore timing

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.

All triggered Encores appear as separate buttons. Choose their resolution order, targets, or skips. Main actions stay locked until they finish. Skipping consumes that character’s printed trigger for the turn. Source eligibility is checked again before resolution. No Encore readies a character.

Tactics that matter

CardCostUse
Steal the Spotlight1A 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.
Curtain Call0Return 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.
Crowd Favor1Draw 2 cards.
Painted Rebuke2Deal 3 damage to an opposing character at any Route.
Standing Ovation1Choose 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.
Empty Seats2Return 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.

Standing Ovation records the chosen historical attacker and Route. The next friendly Explore there consumes the effect even if that attacker Explores; a different explorer gains +2 Renown. Multiple paid copies stack as separate one-shot effects. They never add Journey marks. Challenge history remains public even after the attacker moves or is defeated. It clears at the next owner turn; unused bonuses expire.

Implementation evidence

19 focused rule groups and 7 minimal-DOM interface groups passed. Controls cover launch, both Companions against six factions, every upgrade illustration, offensive targeting, pending Encore choices and save/resume. Browser layout has not been tested in this environment.

768 automated matches completed; 4693 Encores resolved. Each action passed a JSON save/resume round trip and exact 30-card conservation, including Hourglass’s pending zones. Checks reject action loops, negative Charge, unresolved defeated units and illegal realm positions.

Both Revelwild Companions against both Companions from all six laboratory factions, including Revelwild mirrors; both seat orders and starts; all four scoring/aggressive combinations; two fresh seed blocks 92000–92001. 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.

CompanionCross-faction AI winsRate
Zazri, the Grand Misrule123 / 32038.4%
Pippa, Lanternheart115 / 32035.9%

These results are an implementation baseline, not a settled balance ranking. Only two seed blocks were used; mirrored matches are dependent. The heuristic AI chooses legal Encores and uses some Tactic setups, but does not search complete multi-action combinations. Human playtests and stronger planning come before balance changes.

All 768 match records and engine hashes

Meet the Companions

Zazri, the Grand Misrule

Zazri, the Grand Misrule

Magnetic, mischievous and afraid of silence. Give every forgotten traveler a final bow.

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.

“Your cue. Make it count.”

Pippa, Lanternheart

Pippa, Lanternheart

Tender, practical and quietly fearless. Help the audience find their way home.

Encore — After another friendly character Explores here, you may heal a friendly character here by 2, once per turn.

“There is still light for you.”

Next development step

Prismforge is now playable in the seven-faction laboratory. Its support cards occupy Route slots, can be attacked directly, and neither intercept Challenges nor block Explore. All 25 illustrations are complete. Balance testing remains active.