Twin Trails

2 teams · 4 players · 2 fronts · shared Renown

Build a partnership. A defender can hold one front while a fast explorer races on the other. Send a key card to your teammate, or bank Charge for their next turn.

How the team prototype works

Team Amber: Players 1 and 3. Team Jade: Players 2 and 4. Choose the starting team: Amber gives turn order 1 → 2 → 3 → 4; Jade gives 2 → 1 → 4 → 3. Each team gets the opening-turn restrictions or bonus on both fronts. Each front has its own three Routes and optional Netherway. Challenges, Reactions, Awakening, Foretell and friendly effects stay on that front. Each player owns their hand, deck, Companion and Charge.

Once per own main phase, spend 1 Charge to send one card from your hand to your teammate, or bank +1 Charge for their next turn (maximum 2 banked). Sent cards become the recipient’s cards and eventually go to their discard pile. No immediate draw. Support is public and does not open a Reaction window.

Reach the shared target at the end of a player’s completed turn, after mandatory choices and hand-limit discards. Both teams get normal first-turn balancing on each front. After 20 full rounds, highest team Renown wins; combined Companion journey marks break a tie, otherwise draw.

Four humans on one shared device. Pass the device whenever the curtain appears; only the current decision-maker reveals their hand. This prototype has no network multiplayer or team AI. Team balance is experimental.

Build your team match

Choose complementary Companion factions. Every player may use all nine factions in an optional 30-card custom deck. Copy limits apply separately to each player’s starting deck, by card name. Use IDs from the card library.