Rules
Everything you need for your first run, in three parts: combat, the board in depth, then the adventure. Terms in bold are explained in the glossary.
Combat
The goal
Cross the dungeon and defeat the boss waiting at its far end. You fight one battle after another with a deck of cards that you improve along the way.
If your HP drops to zero, the run is over.
The board
Two flowers of seven hexes: one in the center, six around it. Each corner holds a rune of one of the six elements.
Neighboring hexes share corners. Rotating a hex therefore also moves runes of its neighbors.
Runes come from a bag that belongs to your hero and changes over the run.
A rotation always affects more than the hex you turn.
A turn
- Choose one hex in each flower. Their runes make up your reserve.
- Rotate hexes with your energy. The board stays movable after your choices.
- Pay for and play your cards with the runes in your reserve. Your hand holds six cards.
- Renew: the runes left in the chosen hexes are replaced. The rest of the board stays as it is.
Then the enemies act according to their intent. Your shield fades at the start of your next turn.
Paying for a card
A card's cost is a list of runes: a specific element, or a rune of your choice. Click the card, select runes from your reserve (Fill does it for you), then play it.
- An empowered rune counts as two.
- A corrupted rune pays nothing.
- An X cost takes all the surplus you give it.
- A Sealed effect needs runes that come from hexes bearing a Seal: the card lights up when they do.
Choosing targets
Once the card is paid for, the game asks its questions one by one: which hex, which way to rotate, which enemy to target, which runes to consume.
Only the possible choices light up. Back returns to the payment without losing your runes.
The board in depth
Pure hex and resonance
A hex is pure when its six sound runes are all of the same element. Choosing it triggers its resonance for free:
| Element | Resonance |
|---|
The Network
A Network is a group of sound runes of one element, linked along the sides of the hexes.
- For counting ("per rune in your Network"): your largest Network.
- For acting on it: the one that runs through a chosen hex.
- A corrupted or consumed rune cuts it; a two-color rune counts for both its elements.
Marks and Seals
A mark is placed on a hex and reacts when the hex is chosen, when it rotates, when a rune is spent there, or at the start of each turn. Yours are called Seals.
- One mark per hex: a new Seal replaces the old one.
- You cannot seal a hex marked by an enemy.
- An enemy mark destroys your Seal.
The adventure
Enemies
Each enemy shows its intent: what it will do at the end of your turn. Prepare your defenses accordingly.
Some count the runes of an element on the board: gather them with rotations and spend them to reduce the threat.
Statuses (Burn, Rampart, Doom…) are described in the glossary.
The dungeon
A map of hexes covered in mist. You start at the center; only the places next to your path are visible, and you can retrace your steps.
- Fight, elite: better rewards the farther you are from the start.
- Event: an encounter and a choice. Sanctuary: some rest.
- Chest, rune altar, shop: your deck, your bag, your relics.
Every new place raises the corruption: at each tier, fights start with one more omen.
The hero: the Flower
Three specializations, which change your rune bag, your starting deck and your abilities: