Current Prismforge update: Constructs block opposing Explore; full deck is 15 Allies / 9 Tactics / 6 Constructs.

Every path is playable.

Current seven-faction balance release. All fourteen Companions begin with 5 Guard. Each full faction deck contains 30 cards; its Companion starts outside that deck. Normal movement exhausts a character. Ready opposing characters block exploration. Defender chooses interception. Reach 20 Renown to win at turn end.

At 3 Journey marks, pay 2 Charge to choose a path. At 3 additional marks (6 total), pay 3 Charge to Ascend. Keep damage, location, readiness and marks. A defeated Companion loses all Journey marks, returns to Lantern Crossing, and recovers exhausted through its next two turns; existing upgrades remain.

Hearthbound · Skyrunners · Veilborn · Ironmaw · Hourglass Covenant · Revelwild · Prismforge

Hearthbound

Brindle — Companion

Brindle — Companion

Companion · Starts in play · Force 1 / Guard 5 / Insight 1

At three journey marks: choose Hearthkeeper (1,7,2; when you Explore, remove 1 damage from another friendly unit here) or Trailblazer (3,5,1; your first move each turn costs 0).

Lampkin

Lampkin

Ally · 1 Charge · Force 1 / Guard 2 / Insight 1

Instinct — Relies on its printed stats.

Burrowguard

Burrowguard

Ally · 2 Charge · Force 2 / Guard 4 / Insight 0

Instinct — Relies on its printed stats.

Lantern Scout

Lantern Scout

Ally · 2 Charge · Force 1 / Guard 3 / Insight 2

Instinct — Relies on its printed stats.

Hearth Singer

Hearth Singer

Ally · 3 Charge · Force 1 / Guard 4 / Insight 2

On entry: remove 2 damage from a friendly unit.

Emberback

Emberback

Ally · 4 Charge · Force 3 / Guard 6 / Insight 1

Instinct — Relies on its printed stats.

Mend

Mend

Tactic · 0 Charge

Heal a friendly character by 3.

Trail Snack

Trail Snack

Tactic · 1 Charge

Draw 2 cards.

Stand Together

Stand Together

Tactic · 1 Charge

Ready an exhausted friendly Ally; it cannot Explore this turn.

Guiding Glow

Guiding Glow

Tactic · 1 Charge

A friendly character gains +2 Insight until the end of your turn.

Long Way Home

Long Way Home

Tactic · 1 Charge

Move your Companion to any Route without exhausting it; heal it by 3. Does not ready it.

Korr — Companion

Korr — Companion

Companion · Starts in play · Force 2 / Guard 5 / Insight 1

At 3 journey marks, pay 2 charge: choose Shellwarden or Bridgewright. Keep damage, readiness, location and marks.

Bellburrow

Bellburrow

Ally · 2 Charge · Force 2 / Guard 4 / Insight 1

On entry, heal 2 damage from one friendly unit.

Mossmason

Mossmason

Ally · 2 Charge · Force 2 / Guard 5 / Insight 0

Rooted: this Ally cannot move while in play, including through card effects.

Shared Shelter

Shared Shelter

Tactic · 1 Charge

Choose a Route; heal each friendly character there by 2.

Span Repair

Span Repair

Tactic · 1 Charge

Heal a friendly character by 3; optionally move it to an adjacent Route without exhausting.

Ember Prowler

Ember Prowler

Ally · 2 Charge · Force 3 / Guard 2 / Insight 0

Instinct — Relies on its printed stats.

Bramblehorn

Bramblehorn

Ally · 3 Charge · Force 5 / Guard 1 / Insight 0

Instinct — Relies on its printed stats.

Stonehush

Stonehush

Ally · 3 Charge · Force 0 / Guard 6 / Insight 0

Instinct — Relies on its printed stats.

Wickmender

Wickmender

Ally · 2 Charge · Force 1 / Guard 3 / Insight 1

Lantern Care — When played, heal another friendly character at this Route by 2.

Cindertusk

Cindertusk

Ally · 4 Charge · Force 3 / Guard 5 / Insight 0

Kindled Fury — While this character has damage, it has +2 Force.

Hearthshell

Hearthshell

Ally · 3 Charge · Force 1 / Guard 6 / Insight 0

Sheltering Glow — Other friendly characters at this Route take 1 less Challenge damage, minimum 1 for positive damage. Does not stack. Works while exhausted. Does not protect itself.

Thornrush

Thornrush

Ally · 3 Charge · Force 4 / Guard 3 / Insight 0

Breach — When this character defeats a ready opposing character through a Challenge, gain 1 Renown. Includes Companions. No bonus against exhausted targets.

Cinderbolt

Cinderbolt

Tactic · 2 Charge

Deal 3 damage to an opposing character at any Route. Can defeat a Companion under its normal return rule.

Briar Verdict

Briar Verdict

Tactic · 5 Charge

Defeat an opposing Ally at any Route, regardless of remaining Guard. Cannot target Companions.

Turn Back

Turn Back

Tactic · 2 Charge

Return an opposing Ally at any Route to its owner’s hand. Its damage and temporary effects clear. Replaying costs its normal Charge. Cannot target Companions.

Wildfire Passage

Wildfire Passage

Tactic · 6 Charge

Defeat every opposing Ally at one Route. Friendly characters and all Companions remain. Ready opposing Companions still block Explore.

Briar Surge

Briar Surge

Tactic · 1 Charge

A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.

Companion paths and Ascensions

Hearthkeeper

Hearthkeeper

Brindle — Companion · 1 / 7 / 2

When you Explore, heal another friendly character here by 1.

Trailblazer

Trailblazer

Brindle — Companion · 3 / 5 / 1

Your normal move each turn costs 0 Charge. It still exhausts.

Atlasheart

Atlasheart

Brindle — Companion · +2 Force / +2 Guard from its chosen path

After this Companion Explores, heal every friendly character at its Route, including itself, by 1. Stacks with Hearthkeeper's chosen-target heal.

Shellwarden

Shellwarden

Korr — Companion · 2 / 7 / 1

After this Companion resolves its own Challenge, heal it by 1.

Bridgewright

Bridgewright

Korr — Companion · 2 / 5 / 2

When you play your first Ally each turn, if it enters at this Companion’s Route, heal this Companion by 1.

Living Rampart

Living Rampart

Korr — Companion · +2 Force / +2 Guard from its chosen path

Other friendly characters at this Route take 1 less Challenge damage, minimum 1 for a positive hit. Does not stack with Sheltering Glow or another Living Rampart. Works while exhausted; does not protect itself.

Skyrunners

Vey — Companion

Vey — Companion

Companion · Starts in play · Force 2 / Guard 5 / Insight 1

At three journey marks: choose Windguide (2,5,2; your first move each turn costs 0) or Stormwing (4,5,1; when you defeat an Ally, gain 1 Renown).

Kitelet

Kitelet

Ally · 1 Charge · Force 1 / Guard 2 / Insight 1

Instinct — Relies on its printed stats.

Cloudfencer

Cloudfencer

Ally · 2 Charge · Force 3 / Guard 3 / Insight 0

Instinct — Relies on its printed stats.

Ribbon Scout

Ribbon Scout

Ally · 2 Charge · Force 1 / Guard 2 / Insight 2

Instinct — Relies on its printed stats.

Gale Courier

Gale Courier

Ally · 4 Charge · Force 2 / Guard 2 / Insight 2

On entry: move another friendly unit one adjacent Route for free; ignore its movement limit.

Thundercrest

Thundercrest

Ally · 4 Charge · Force 4 / Guard 4 / Insight 1

Instinct — Relies on its printed stats.

Guststep

Guststep

Tactic · 0 Charge

Move a friendly character to an adjacent Route without exhausting it. Does not ready it or consume its normal move, and ignores its normal movement limit.

Clear Skies

Clear Skies

Tactic · 1 Charge

Draw 2 cards.

Sudden Squall

Sudden Squall

Tactic · 1 Charge

Deal 3 damage to an opposing Ally at your Companion’s Route.

Tailwind

Tailwind

Tactic · 2 Charge

A friendly character gains +2 Insight until the end of your turn.

Open Horizon

Open Horizon

Tactic · 1 Charge

Move your Companion to any Route without exhausting it; heal it by 3. Does not ready it.

Nima — Companion

Nima — Companion

Companion · Starts in play · Force 1 / Guard 5 / Insight 1

At 3 journey marks, pay 2 charge: choose Chartweaver or Stormdancer. Keep damage, readiness, location and marks.

Cloudskipper

Cloudskipper

Ally · 2 Charge · Force 1 / Guard 3 / Insight 1

Swift: your first normal move each turn costs 0 charge. Normal movement restrictions still apply.

Stormling

Stormling

Ally · 3 Charge · Force 3 / Guard 4 / Insight 1

Instinct — Relies on its printed stats.

Lantern Signals

Lantern Signals

Tactic · 2 Charge

Draw 2 cards. You may move a friendly character to an adjacent Route without exhausting it. Does not ready it.

Measured Gust

Measured Gust

Tactic · 1 Charge

A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.

Cloudfencer

Cloudfencer

Ally · 2 Charge · Force 4 / Guard 2 / Insight 0

Instinct — Relies on its printed stats.

Thundercrest

Thundercrest

Ally · 4 Charge · Force 5 / Guard 3 / Insight 1

Instinct — Relies on its printed stats.

Dawnquill

Dawnquill

Ally · 3 Charge · Force 0 / Guard 1 / Insight 3

Instinct — Relies on its printed stats.

Prismarten

Prismarten

Ally · 3 Charge · Force 0 / Guard 2 / Insight 2

Shift — Once per turn, pay 1 charge: switch between Guide (0/2/2) and Striker (4/2/0). Keep damage, readiness and Route.

Reedrunner

Reedrunner

Ally · 2 Charge · Force 2 / Guard 2 / Insight 1

Lightfoot — Once during your turn, pay 1 additional Charge when making a normal move to avoid exhausting. Adjacency and normal movement limits still apply.

Glass Lynx

Glass Lynx

Ally · 3 Charge · Force 3 / Guard 2 / Insight 1

Precision — When Challenging, you choose which ready opposing character defends. If none are ready, choose any opposing character at this Route.

Veilwing

Veilwing

Ally · 3 Charge · Force 3 / Guard 2 / Insight 0

Slipstream — When Challenging, choose any opposing character at this Route, bypassing ready defenders. Does not bypass Explore blocking.

Duskquill

Duskquill

Ally · 2 Charge · Force 1 / Guard 3 / Insight 1

Star Chart — When played, privately look at up to the top 3 cards of your deck. Put one into your hand and the others on the bottom in either order. No discard recycling for this effect.

Starfall

Starfall

Tactic · 2 Charge

Deal 3 damage to an opposing character at any Route. Can defeat a Companion under its normal return rule.

Sever the Thread

Sever the Thread

Tactic · 5 Charge

Defeat an opposing Ally at any Route, regardless of remaining Guard. Cannot target Companions.

Back to the Clouds

Back to the Clouds

Tactic · 2 Charge

Return an opposing Ally at any Route to its owner’s hand. Its damage and temporary effects clear. Replaying costs its normal Charge. Cannot target Companions.

Empty the Horizon

Empty the Horizon

Tactic · 6 Charge

Defeat every opposing Ally at one Route. Friendly characters and all Companions remain. Ready opposing Companions still block Explore.

Companion paths and Ascensions

Windguide

Windguide

Vey — Companion · 2 / 5 / 2

Your normal move each turn costs 0 Charge. It still exhausts.

Stormwing

Stormwing

Vey — Companion · 4 / 5 / 1

Gain 1 Renown whenever this Companion defeats an opposing Ally through its own Challenge.

Horizon Regent

Horizon Regent

Vey — Companion · +2 Force / +2 Guard from its chosen path

After this Companion's first Explore on each of its owner's turns, draw 1 card.

Chartweaver

Chartweaver

Nima — Companion · 1 / 5 / 2

When you Explore, you may pay 1 Charge to move another friendly character to an adjacent Route without changing its readiness.

Stormdancer

Stormdancer

Nima — Companion · 3 / 4 / 2

After your own Challenge defeats an Ally, you may move this Companion to an adjacent Route without readying it.

Starweave Sage

Starweave Sage

Nima — Companion · +2 Force / +2 Guard from its chosen path

When making its normal move, you may pay 1 additional Charge to stay ready. Adjacency and the once-per-turn normal movement limit still apply.

Veilborn

Nyxara

Nyxara

Companion · Starts in play · Force 1 / Guard 5 / Insight 1

Unseal — Once during your turn, pay 1 Charge to open the Netherway. Does not exhaust Nyxara.

Morrow

Morrow

Companion · Starts in play · Force 1 / Guard 5 / Insight 1

Between Worlds - Once during your turn, pay 1 Charge to move from Lantern Crossing into the open Netherway without exhausting. Counts as its normal move; must be ready and not have moved normally.

Riftcrown

Riftcrown

Ally · 4 Charge · Force 3 / Guard 4 / Insight 2

Realmstrider - Its normal move into the Netherway does not exhaust it. Normal movement cost, readiness and once-per-turn movement limit still apply.

Vesperant

Vesperant

Ally · 2 Charge · Force 2 / Guard 4 / Insight 1

Foretold Return - After another friendly character explores the Netherway, it may emerge at Vesperant's normal Route and heal 1. It stays exhausted. No effect while Vesperant is in the Netherway.

Wispweaver

Wispweaver

Ally · 1 Charge · Force 0 / Guard 3 / Insight 1

Stitch the Veil - When played, open the Netherway if it is closed.

Grinshade

Grinshade

Ally · 3 Charge · Force 3 / Guard 2 / Insight 1

Uncertain Form - When chosen to defend a Challenge, you may pay 1 Charge and roll a six-sided die. On 5-6, prevent that Challenge's damage. Once per round per Grinshade. The attacker still exhausts.

Seamling

Seamling

Ally · 1 Charge · Force 1 / Guard 2 / Insight 1

Instinct — Relies on its printed stats.

Null Harrier

Null Harrier

Ally · 2 Charge · Force 3 / Guard 2 / Insight 0

Beyond the Mask - While in the Netherway, this character has +1 Force.

Hexmantle

Hexmantle

Ally · 2 Charge · Force 1 / Guard 4 / Insight 1

Fading Hex - When played, give an opposing character at this Route -1 Force until the start of your next turn. Hex penalties do not stack; use the strongest.

Rift Cantor

Rift Cantor

Ally · 3 Charge · Force 1 / Guard 3 / Insight 2

Voices Between - After this character explores the Netherway, draw 1 card. Once per turn.

Unseal the Netherway

Unseal the Netherway

Tactic · 1 Charge

Open the Netherway. Play only while it is closed.

Passage Unseen

Passage Unseen

Tactic · 0 Charge

Move a friendly character from Lantern Crossing into the open Netherway without exhausting or readying it. Does not consume its normal move. Rooted cannot move.

Whispers Beyond

Whispers Beyond

Tactic · 1 Charge

Draw 2 cards.

Unravel

Unravel

Tactic · 1 Charge

Return an opposing Ally at any Route to its owner's hand. It loses damage and temporary effects. Replaying costs normal Charge and resolves entry abilities. Cannot target Companions.

Void Lance

Void Lance

Tactic · 2 Charge

Deal 3 damage to an opposing character at any Route, including the Netherway. Companions follow their normal defeat-and-return rule.

Stolen Horizon

Stolen Horizon

Tactic · 3 Charge

Choose an opposing non-Rooted Ally in a normal lane. Open the Netherway if closed, then move that Ally there and exhaust it. Does not extend an existing realm. Cannot target Companions.

Vanta

Vanta

Ally · 4 Charge · Force 3 / Guard 4 / Insight 1

Riftfire Ambush - After Vanta explores the Netherway and emerges exhausted, you may deal 2 damage to one opposing Ally at his exit Route. Cannot target Companions. Normal exploration restrictions apply.

Companion paths and Ascensions

Gate Sovereign

Gate Sovereign

Nyxara · 1 / 6 / 2

For Nyxara. At 3 journey marks, pay 2 Charge to choose this path. Keep damage, Route, readiness and marks. Retain the base ability unless replaced. Unseal costs 1 Charge (0 after Ascension).

Curse Oracle

Curse Oracle

Nyxara · 3 / 5 / 1

For Nyxara. At 3 journey marks, pay 2 Charge to choose this path. Keep damage, Route, readiness and marks. Retain the base ability unless replaced. After exploring, give an opposing character at her normal exit Route -2 Force until the start of your next turn. Hex penalties do not stack; strongest only.

Threshold Empress

Threshold Empress

Nyxara · +2 Force / +2 Guard from its chosen path

Nyxara's Unseal costs 0 Charge. Its once-per-turn limit and the closed-Netherway requirement still apply.

Riftstalker

Riftstalker

Morrow · 4 / 4 / 1

For Morrow. At 3 journey marks, pay 2 Charge to choose this path. Keep damage, Route, readiness and marks. Retain the base ability unless replaced. After exploring the Netherway and emerging, you may deal 1 damage to an opposing Ally at the exit Route.

Echo Pilgrim

Echo Pilgrim

Morrow · 2 / 5 / 2

For Morrow. At 3 journey marks, pay 2 Charge to choose this path. Keep damage, Route, readiness and marks. Retain the base ability unless replaced. After exploring the Netherway, heal Morrow by 2.

Phantom Sovereign

Phantom Sovereign

Morrow · +2 Force / +2 Guard from its chosen path

After exploring the Netherway and emerging exhausted, deal 1 damage to every opposing Ally at the exit Route, before resolving the chosen path's optional effect. Does not damage Companions.

Ironmaw

Rauk

Rauk

Companion · Starts in play · Force 1 / Guard 5 / Insight 1

Siege Rhythm - During your turn, after another friendly character Challenges at Rauk's Route, Rauk gains +1 Force this turn. Maximum +2 per turn.

Skara

Skara

Companion · Starts in play · Force 1 / Guard 5 / Insight 1

Relentless - After its own Challenge defeats an Ally, you may pay 2 Charge to ready Skara. It cannot Explore this turn. Once per turn. Eight-legged predator with oversized interlocking fangs.

Gorequill

Gorequill

Ally · 3 Charge · Force 2 / Guard 4 / Insight 0

Pack Momentum - During your turn, after another friendly character Challenges at its Route, this character gains +1 Force this turn. Maximum +3 per turn.

Snapmaw

Snapmaw

Ally · 2 Charge · Force 3 / Guard 1 / Insight 0

First Bite - Its first Challenge during the turn it enters has +1 Force for that Challenge.

Ridgebreaker

Ridgebreaker

Ally · 5 Charge · Force 5 / Guard 5 / Insight 0

Cleave - After its own Challenge defeats an Ally, deal excess damage to one other opposing Ally at that Route, chosen by the defender. No further spillover. See timing guide.

Bloodhowl

Bloodhowl

Ally · 5 Charge · Force 3 / Guard 4 / Insight 1

Hunting Chorus - During your turn, other friendly characters at this Route gain +1 Force. Multiple Hunting Choruses and Pack Bastion do not stack.

Shardsprinter

Shardsprinter

Ally · 1 Charge · Force 2 / Guard 1 / Insight 0

Instinct — Relies on its printed stats.

Craggnash

Craggnash

Ally · 2 Charge · Force 2 / Guard 3 / Insight 1

Instinct — Relies on its printed stats.

Spineknuckle

Spineknuckle

Ally · 3 Charge · Force 3 / Guard 4 / Insight 0

Grim Recovery - After its own Challenge defeats an Ally, heal this character by 1.

Emberlash

Emberlash

Ally · 2 Charge · Force 2 / Guard 2 / Insight 1

Scent of Victory - During your turn, after another friendly character's Challenge defeats an Ally, this character gains +1 Force this turn. Once per turn.

Bloodrush

Bloodrush

Tactic · 1 Charge

A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.

Run Them Down

Run Them Down

Tactic · 1 Charge

Ready an exhausted friendly Ally. It cannot Explore this turn.

Pack Provision

Pack Provision

Tactic · 1 Charge

Draw 2 cards.

Jawbreaker

Jawbreaker

Tactic · 2 Charge

Deal 3 damage to an opposing character at any Route, including the Netherway. Companions follow their normal defeat-and-return rule.

Shatter the Line

Shatter the Line

Tactic · 5 Charge

Defeat an opposing Ally at any Route, regardless of remaining Guard. Cannot target Companions.

Stampede

Stampede

Tactic · 6 Charge

Defeat every opposing Ally at one Route, including the Netherway if open. Friendly characters and all Companions remain. Surviving ready enemies still block Explore.

Companion paths and Ascensions

Siegebreaker

Siegebreaker

Rauk · 4 / 6 / 1

For Rauk. At 3 journey marks, pay 2 Charge to choose this path. Keep damage, Route, readiness and marks. Retain the base ability unless replaced. Rauk gains Cleave: excess damage after its own Challenge defeats an Ally hits one other opposing Ally there, chosen by the defender. No chain spillover.

Pack Bastion

Pack Bastion

Rauk · 2 / 7 / 1

For Rauk. At 3 journey marks, pay 2 Charge to choose this path. Keep damage, Route, readiness and marks. Retain the base ability unless replaced. During your turn, other friendly characters at this Route gain +1 Force. Does not stack with Hunting Chorus or another Pack Bastion.

Crown of Ruin

Crown of Ruin

Rauk · +2 Force / +2 Guard from its chosen path

This Companion's own Challenges deal +1 damage against ready defenders. This is Challenge damage and can contribute to Cleave excess.

Eightfold Ravager

Eightfold Ravager

Skara · 4 / 4 / 1

For Skara. At 3 journey marks, pay 2 Charge to choose this path. Keep damage, Route, readiness and marks. Retain the base ability unless replaced. Replace the base Relentless limit with twice per turn. Each use costs 2 Charge and still prevents Explore that turn.

Fang Sovereign

Fang Sovereign

Skara · 5 / 5 / 1

For Skara. At 3 journey marks, pay 2 Charge to choose this path. Keep damage, Route, readiness and marks. Retain the base ability unless replaced. After its own Challenge defeats an Ally, gain 1 Renown. Once per turn. Retain base Relentless.

Dreadfang Matriarch

Dreadfang Matriarch

Skara · +2 Force / +2 Guard from its chosen path

The first time on each of its owner's turns that this Companion's own Challenge defeats an opposing Ally, regain 1 Charge, up to capacity. Companions, Tactics and Cleave spillover do not trigger it.

Hourglass Covenant

Orryx, the Unfinished

Orryx, the Unfinished

Companion · Starts in play · 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.

Saela, Keeper of Tomorrows

Saela, Keeper of Tomorrows

Companion · Starts in play · Force 2 / Guard 5 / Insight 1

After your Foretell Tactic resolves, Saela gains +1 Insight for her next Explore this turn. If she is ready and has not moved normally, you may also move her to an adjacent normal Route for 0 Charge. This is her normal move and exhausts her.

Secondhand Sentinel

Secondhand Sentinel

Ally · 3 Charge · Force 4 / Guard 3 / Insight 0

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

Yesterday’s Echo

Yesterday’s Echo

Ally · 1 Charge · 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.

Dunewick

Dunewick

Ally · 1 Charge · Force 1 / Guard 2 / Insight 1

Instinct — Relies on its printed stats.

Pendulum Warden

Pendulum Warden

Ally · 2 Charge · Force 2 / Guard 3 / Insight 1

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

Copper Archivist

Copper Archivist

Ally · 3 Charge · Force 1 / Guard 3 / Insight 2

Instinct — Relies on its printed stats.

Afterimage Courser

Afterimage Courser

Ally · 2 Charge · Force 2 / Guard 2 / Insight 1

Instinct — Relies on its printed stats.

Eonbreaker

Eonbreaker

Ally · 4 Charge · Force 5 / Guard 3 / Insight 0

Instinct — Relies on its printed stats.

Vesper Clock

Vesper Clock

Ally · 3 Charge · 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.

Borrowed Dawn

Borrowed Dawn

Tactic · 1 Charge

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

The Coming Fracture

The Coming Fracture

Tactic · 3 Charge

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.

Last Moment

Last Moment

Tactic · 2 Charge

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

Unwritten Route

Unwritten Route

Tactic · 1 Charge

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

Deferred Shelter

Deferred Shelter

Tactic · 0 Charge

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

Future Claim

Future Claim

Tactic · 1 Charge

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.

Companion paths and Ascensions

Meridian Keeper

Meridian Keeper

Orryx, the Unfinished · 1 / 6 / 2

Retain Orryx’s base ability. After your Foretell Tactic resolves, heal Orryx by 1, once per turn.

Age of Ruin

Age of Ruin

Orryx, the Unfinished · 4 / 4 / 1

Retain Orryx’s base ability. After your Foretell Tactic resolves, you may deal 1 damage to an opposing Ally at Orryx’s Route, once per turn.

Chronarch of the Broken Sun

Chronarch of the Broken Sun

Orryx, the Unfinished · +2 Force / +2 Guard from its chosen path

After your Foretell Tactic resolves, you may give one friendly Ally +2 Force until the end of your turn, once per turn.

Tomorrow Cartographer

Tomorrow Cartographer

Saela, Keeper of Tomorrows · 2 / 5 / 2

Retain Saela’s base ability. After your Foretell Tactic resolves, draw 1 card, once per turn.

Brass Judicator

Brass Judicator

Saela, Keeper of Tomorrows · 4 / 5 / 1

Retain Saela’s base ability. Saela’s first Challenge each turn after your Foretell Tactic has resolved deals +1 damage.

Witness of Every Horizon

Witness of Every Horizon

Saela, Keeper of Tomorrows · +2 Force / +2 Guard from its chosen path

After your Foretell Tactic resolves, you may move another friendly character to an adjacent normal Route without exhausting or readying it, once per turn. Rooted cannot move. This does not consume its normal move.

Revelwild

Zazri, the Grand Misrule

Zazri, the Grand Misrule

Companion · Starts in play · Force 1 / Guard 5 / Insight 1

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.

Pippa, Lanternheart

Pippa, Lanternheart

Companion · Starts in play · Force 1 / Guard 5 / Insight 1

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

Tatterstep

Tatterstep

Ally · 2 Charge · Force 2 / Guard 3 / Insight 1

Encore — After another friendly character Explores here, if Tatterstep is ready and has not moved normally this turn, you may move it to an adjacent normal Route for 0 Charge. This is its normal move and exhausts it.

Grumbleglow

Grumbleglow

Ally · 2 Charge · Force 3 / Guard 3 / Insight 0

Encore — After another friendly character Challenges from this Route, Grumbleglow gains +2 Force until turn end, once per turn.

Paintspark

Paintspark

Ally · 1 Charge · Force 1 / Guard 2 / Insight 1

Instinct — Relies on its printed stats.

Ribbon Duelist

Ribbon Duelist

Ally · 2 Charge · Force 3 / Guard 2 / Insight 1

Encore — After another friendly character Explores here, this character gains +1 Force until turn end, once per turn.

Maskbearer

Maskbearer

Ally · 2 Charge · Force 1 / Guard 3 / Insight 2

Encore — After another friendly character Challenges from this Route, heal Maskbearer by 1, once per turn.

Parade Weaver

Parade Weaver

Ally · 2 Charge · Force 1 / Guard 3 / Insight 2

Instinct — Relies on its printed stats.

Crescendo Hulk

Crescendo Hulk

Ally · 3 Charge · Force 4 / Guard 4 / Insight 1

Encore — After another friendly character Explores here, this character gains +2 Force until turn end, once per turn.

Backstage Sprite

Backstage Sprite

Ally · 1 Charge · Force 0 / Guard 3 / Insight 1

Instinct — Relies on its printed stats.

Steal the Spotlight

Steal the Spotlight

Tactic · 1 Charge

A 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 Call

Curtain Call

Tactic · 0 Charge

Return 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 Favor

Crowd Favor

Tactic · 1 Charge

Draw 2 cards.

Painted Rebuke

Painted Rebuke

Tactic · 2 Charge

Deal 3 damage to an opposing character at any Route.

Standing Ovation

Standing Ovation

Tactic · 1 Charge

Choose 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 Seats

Empty Seats

Tactic · 2 Charge

Return 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.

Companion paths and Ascensions

Crown of Revels

Crown of Revels

Zazri, the Grand Misrule · 2 / 5 / 2

Retain Zazri’s base ability. Encore — After another friendly character Explores here, draw 1 card, once per turn.

Masquerade Tyrant

Masquerade Tyrant

Zazri, the Grand Misrule · 4 / 5 / 1

Retain Zazri’s base ability. Encore — After another friendly character Challenges from this Route, Zazri gains +2 Force until turn end, once per turn.

The Final Ovation

The Final Ovation

Zazri, the Grand Misrule · +2 Force / +2 Guard from its chosen path

After Zazri’s first Explore each turn, gain 1 additional Renown if another friendly character Challenged from that Route earlier this turn. This grants no additional Journey mark.

Lantern Maestra

Lantern Maestra

Pippa, Lanternheart · 1 / 6 / 2

Retain Pippa’s base ability, but its Encore heals 3 instead of 2. This replaces that healing amount rather than adding a second heal.

Riotheart

Riotheart

Pippa, Lanternheart · 3 / 5 / 1

Retain Pippa’s base ability. Encore — After another friendly character Explores here, you may give a friendly Ally here +2 Force until turn end, once per turn.

Heart of the Procession

Heart of the Procession

Pippa, Lanternheart · +2 Force / +2 Guard from its chosen path

After Pippa’s Encore removes at least 1 damage, regain 1 Charge up to your capacity, once during your turn. No refund for healing zero damage.

Prismforge

Vitra, the Shaping Heart

Vitra, the Shaping Heart

Companion · Starts in play · Force 1 / Guard 5 / Insight 1

Once during your turn, reduce the Charge cost of a Construct you play by 1, minimum 1. Route-slot restrictions still apply.

Keldrax, Walking Citadel

Keldrax, Walking Citadel

Companion · Starts in play · Force 2 / Guard 5 / Insight 1

Foundation — Your first Construct this match costs 1 less Charge, minimum 1. Keldrax has +2 Force while at a normal Route containing your Construct.

Shardling Surveyor

Shardling Surveyor

Ally · 1 Charge · Force 0 / Guard 2 / Insight 1

When played, look at the top 5 cards of your deck. You may reveal one Construct and put it into your hand. Put the rest on the bottom in any order. Do not reshuffle for this effect.

3 copies in the current full deck.

Facetbreaker

Facetbreaker

Ally · 3 Charge · Force 4 / Guard 2 / Insight 0

This character deals +2 Challenge damage when attacking a Construct. During your turn, this character has +1 Force while at a Route containing your Construct.

3 copies in the current full deck.

Chiselkin

Chiselkin

Ally · 1 Charge · Force 1 / Guard 2 / Insight 1

Instinct — Relies on its printed stats.

2 copies in the current full deck.

Chromewarden

Chromewarden

Ally · 2 Charge · Force 2 / Guard 3 / Insight 1

During your turn, this character has +1 Force while at a Route containing your Construct.

2 copies in the current full deck.

Refraction Mason

Refraction Mason

Ally · 3 Charge · Force 2 / Guard 3 / Insight 2

Instinct — Relies on its printed stats.

1 copies in the current full deck.

Lattice Vanguard

Lattice Vanguard

Ally · 3 Charge · Force 4 / Guard 4 / Insight 0

Instinct — Relies on its printed stats.

1 copies in the current full deck.

Shard Courier

Shard Courier

Ally · 2 Charge · Force 2 / Guard 2 / Insight 1

When played, you may relocate one of your Constructs to an adjacent normal Route with an empty friendly Construct slot. Keep its damage.

2 copies in the current full deck.

Core Tender

Core Tender

Ally · 1 Charge · Force 1 / Guard 3 / Insight 1

When played, heal one of your Constructs at this Route by 2.

1 copies in the current full deck.

Emergency Assembly

Emergency Assembly

Tactic · 0 Charge

Relocate one of your Constructs to an adjacent normal Route with an empty friendly Construct slot, then heal it by 2.

2 copies in the current full deck.

Prismatic Lance

Prismatic Lance

Tactic · 2 Charge

Deal 3 damage to an opposing character or Construct at any Route.

2 copies in the current full deck.

Pattern Recall

Pattern Recall

Tactic · 1 Charge

Draw 2 cards.

2 copies in the current full deck.

Facet Surge

Facet Surge

Tactic · 1 Charge

A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.

1 copies in the current full deck.

Salvage Order

Salvage Order

Tactic · 0 Charge

Return one of your damaged Constructs to your hand, clearing its damage, then draw 1 card. It must be replayed for its normal cost.

1 copies in the current full deck.

Focused Refraction

Focused Refraction

Tactic · 2 Charge

Deal 4 damage to an opposing Ally at a normal Route containing your Construct. Cannot target Companions or Constructs.

1 copies in the current full deck.

Resonance Spire

Resonance Spire

Construct · 2 Charge · Guard 3

Guard 3. The first friendly character to Explore here during your turn gains 1 additional Renown. This bonus is not an additional Explore or Journey mark.

Blocks opposing Explore until destroyed or relocated.

2 copies in the current full deck.

Relay Prism

Relay Prism

Construct · 2 Charge · Guard 3

Guard 3. Once during your turn, reduce the Charge cost of a friendly character’s normal move from this Route by 1, minimum 0. It still exhausts unless its own ability says otherwise.

Blocks opposing Explore until destroyed or relocated.

2 copies in the current full deck.

Facet Bulwark

Facet Bulwark

Construct · 2 Charge · Guard 4

Guard 4. Once per numbered round, reduce the first positive Challenge damage dealt to a friendly Ally here by 1, minimum 1. Does not combine with another Challenge-damage reduction; use the largest reduction. Does not protect Companions or Constructs.

Blocks opposing Explore until destroyed or relocated.

2 copies in the current full deck.

Companion paths and Ascensions

Spire Architect

Spire Architect

Vitra, the Shaping Heart · 1 / 6 / 2

Retain Vitra’s base ability. After you play a Construct, heal Vitra by 1, once per turn.

Shard Empress

Shard Empress

Vitra, the Shaping Heart · 3 / 5 / 1

Retain Vitra’s base ability. The first Challenge each turn by a friendly Ally at a Route containing your Construct deals +1 damage.

Concord of Living Glass

Concord of Living Glass

Vitra, the Shaping Heart · +2 Force / +2 Guard from its chosen path

After one of your Constructs is defeated, draw 1 card, once per numbered round.

Citadel Walker

Citadel Walker

Keldrax, Walking Citadel · 3 / 7 / 1

Retain Keldrax’s base ability. Your Construct at Keldrax’s Route takes 1 less positive Challenge damage, minimum 1.

Relay Titan

Relay Titan

Keldrax, Walking Citadel · 2 / 5 / 2

Retain Keldrax’s base ability. After Keldrax Explores a Route containing your Construct, draw 1 card, once per turn.

The Glass Colossus

The Glass Colossus

Keldrax, Walking Citadel · +2 Force / +2 Guard from its chosen path

After Keldrax’s own Challenge defeats an opposing Ally at a Route containing your Construct, gain 1 Renown, once during your turn.

Shared Routes

Lantern Crossing — Route

Lantern Crossing — Route

Lantern Crossing connects the outer Routes and, while open, the Netherway. Normal movement exhausts.

Windbridge — Route

Windbridge — Route

Normal movement into Windbridge costs 0 Charge and still exhausts.

Glass Orchard — Route

Glass Orchard — Route

Characters here have +1 Force. Normal movement exhausts.