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Evening

TAKE A SEAT · TABLETOP BETA 1

Learn the roads.

Your first game begins with three travelers and a choice of direction.

Bring to the table

Two players, a 30-card deck each, six turning Rings, three travelers per Company, dice and markers. The full placement register appears below.

Choose a starter deck ↗

The rhythm of a turn

Refresh. Draw. Weave a card into your Loom for Resonance. Spend three shared Actions to move, play cards or shape the board. Your three roles share those Actions.

Your first priority: reach the outer Lamp or Waystation with your Rememberer. Activating all three Sites unlocks your route to Bloom. If a Site closes before its first activation, Thread victory remains possible.

Find a rule

Veilwalkers

Tabletop Beta 1 · Public rules

Two Companies. Three travelers each. A world that will not wait.

Welcome to Veilwalkers, a game of shifting roads, fragile alliances and a world closing around you. One player leads Garden; the other leads Wayfarer. Each guides three travelers across six turning Rings toward First Bloom.

Use this rulebook with the Beta 1 cards in the card library. Choose a ready-made deck or build your own. This is a tabletop beta: the website provides rules, cards and deck-building tools for play with another person.

Start with two players, 20 Thread each, three shared Actions per turn and a 30-card deck each. Garden and Wayfarer have the same three roles and different rewards for completing their networks. Team play is outside this edition. The Watcher is a neutral presence controlled by the rules, never by either player.

1. The aim

Win in either of two ways:

  • Convergence: activate each of your three network Sites at least once, enter First Bloom with your Veilwalker, and begin your next Remember controlling Bloom with at least three carried Remembrances.
  • Unraveling: reduce the opposing Company to zero Thread. This wins immediately, regardless of network progress.

First Bloom is locked separately for each Company. Three historical activation credits permanently unlock your eligibility. Deactivating a node never removes this history. Ring VI is accessible before your network is complete.

The first entrant to Bloom must carry three Remembrances and use an aligned Ring VI entrance. After Bloom is opened, your Veilwalker may contest it with fewer than three, but your own network history must still be complete. You still need three to win. Ordinary deck Figures use a legal Bloom entrance only after their Company's milestone is complete and Bloom is open. One eligible Ally may accompany its Veilwalker. Wayfinders, Rememberers, Recruits, board Sentinels and Patrols never enter Bloom.

No card, copied effect, remote deployment, special road, network journey or “any Site” wording overrides Bloom eligibility or enters a closed Ring. Only a future rule explicitly naming those restrictions could do so. None of the cards in this beta grants such an exception.

Claiming a Remembrance

Your Ready Veilwalker must occupy a physical Site your Company controls. Spend one Action to take one unclaimed Remembrance there. The five tokens may accumulate at one Site. Other roles and Figures cannot carry them.

A single unintercepted Thread Strike causing at least five actual Thread loss dislodges one carried Remembrance at the struck Site. Several smaller hits do not combine. An opposing Veilwalker there may claim this Dislodged token for one Action without Site control. Its former Company cannot reclaim it during its next turn; afterward normal claiming resumes. Drive Off also drops one carried token, but uses normal claim rules rather than the Thread Strike recovery window.

Thread

Start at 20; restoration caps at 20. Damage to a Figure and loss of Company Thread are different. A Company at zero loses immediately, including after paying a Thread cost. If both reach zero in the same simultaneous resolution, the match is a draw. There is no empty-deck damage.

2. Prepare the table

Use the six-Ring map and placement register in Appendix A. Each Ring contains six Sites, S0–S5. First Bloom is a separate fixed center. Standard clockwise offsets from Ring I to VI are 0, 2, 1, 2, 1, 1. All lateral roads start open, including roads beside a Site named Broken Bridge.

Place five Remembrances, five neutral Locals, two Dormant board Sentinels, three inactive Lamps and three inactive Waystations as listed. Each Company has a Stronghold and Patrol off-board. Start Growth, Disruption, Attention and activation history at zero. Use markers for Ready/Exhausted, damage, counters, Site states, Waymarks, completed Rites, once-per-turn/round uses and historical effects.

Each player registers a legal deck, shuffles and draws five. Once, place any number of these cards on the bottom, draw the same number, then shuffle. No Thread penalty. One Company is Garden, the other Wayfarer.

Flip a coin. The winner chooses any Ring I starting Site. The opponent starts exactly three Sites away and takes the first turn. Each Company places all three Veilbound together at its Entry Site. Roll a die for the Watcher's Ring, then another for its Site, 1–6 meaning S0–S5; place it Dormant. Its location is always public.

Build a Company deck

Exactly 30 cards; at least 10 Figures (Heroes, Allies, Echoes); at most two registered Aspects. Every Aspect printed on a card must be registered. Only Creation, Story and Memory are Aspects. Flux, Shadow, Light and similar labels are traits. Relics are neutral unless their beta metadata explicitly supplies an Aspect.

Maximums: six Heroes, ten Relics, ten Events, eight Memories, ten Paths. Events + Memories + Paths together cannot exceed fourteen. Allies and Echoes have no separate cap. Normally two copies of a name; one if Singular. An optional reserve is either empty or exactly six cards, swapped only between games. Copy limits apply across deck and reserve together.

Company identity does not prohibit cards. A Wayfarer deck may contain Garden-favoring cards and vice versa if its Aspects fit. Only an ability explicitly naming Garden or Wayfarer needs that Company. Town, species and faction traits are not interchangeable with Company identity.

Seed Lamp is a reference card, excluded from decks. Seed Lamp Core and The Watcher Moves are legal deck cards in this edition. There are 239 deck cards plus that one landmark reference. Unique restricts active control of the same named identity; it does not lower the two-copy deck limit. You cannot Deploy or voluntarily take control of a second active Unique of the same name. If an unavoidable effect creates that conflict, choose one to retain and discard the other, without a Break trigger.

3. Three roles, one turn

Your Veilwalker, Wayfinder and Rememberer are Veilbound, not Figures. Each contributes one Presence. They have no combat Power, cannot Challenge, Thread Strike, Intercept or carry ordinary Portable Relics. Effects naming only Figures do not affect them.

  • Veilwalker: claims and carries Remembrances, binds Waymarks, establishes Strongholds, awakens board Sentinels, attempts Close the Eye and enters First Bloom.
  • Wayfinder: operates Turnpoints. This duty is identical in both Companies.
  • Rememberer: activates that Company's network nodes. It also permits Imprinting as described below. This duty is identical in both Companies.

All three may Move, Traverse ordinary Gates, contribute Presence and recruit a Local. An eligible role may contribute to a Rite when its requirement allows it; a requirement specifically naming the Veilwalker still requires that piece. A role's name or symbolic Aspect is not a played card, Glyph or automatic Rite credit.

Turn sequence

  1. Remember: check Convergence first. Refresh expiring until-Remember effects and held/Drive Off restrictions. Ready your units and cards unless prevented, clear ordinary damage on surviving allied Figures, and refresh Resonance to your Loom size. Then resolve beginning-of-Remember triggers. Set your shared Action pool to three, or four if Garden's reward applies at this point. Resolve any explicit pending Action bonus once.
  2. Draw: draw two, except the first Company draws one on the first turn of the match. Draw what remains if fewer are available. No automatic reshuffle or Thread loss.
  3. Weave: optionally put one card from hand facedown into your Loom, maximum eight. Immediately gain one Resonance if you do. Woven cards remain and refresh future income; they are not played and contribute no Glyph.
  4. Shape: spend your shared Actions in any order among roles, cards, movement, combat and abilities. You may use all three on one eligible piece. Unused Actions are optional.
  5. End: resolve end-of-turn triggers, discard down to seven, expire turn effects, perform node-deactivation checks, and lose unused Actions. Keep unspent Resonance available for responses during the opposing turn. At your next Remember, reset it to your Loom size rather than adding to it. Pass the turn.

A Round includes one turn for each Company. At Round end: resolve card triggers, run the Watcher, close the currently Fraying Ring, update the drawless count, then expire round effects and refresh round allowances.

Costs and readiness

A normal card play costs one Action plus printed Resonance. Abilities saying “as an Action” cost one Action. A printed activated ability with a cost or once-per-use limit but no Action cost costs zero Actions and is used during your Shape; a trigger or response names its timing. “Free” waives the base Action, not additional Resonance, Exhaustion, sacrifices or prohibitions. Cost reductions never make a cost negative.

Pay with your own resources and objects you control, unless the effect expressly says otherwise. An Exhaust cost requires a Ready object. A Break cost requires a breakable object. You cannot pay a cost that is prevented. Declare targets and choices before payment. No refund for cancellation or lost targets. A failed effect cannot award a reward conditional on its success.

Ready is eligibility, not a supply of Actions. Ordinary Exhausted Figures may Move and Traverse, but cannot initiate attacks, Intercept or pay an Exhaust cost. Exhausted Veilbound cannot act or voluntarily move. A Figure held after declaring a Thread Strike cannot relocate or strike again until its next Remember, even if Readied.

4. Presence, movement and Gates

A Figure contributes current Power as Presence unless an effect says otherwise. Damage does not reduce Power. Active Installed Relics contribute their Power; equipped Portable Relics contribute their printed Presence once at the bearer’s Site, not as extra Challenge Power. Dropped, hidden, Muted, Suppressed and Lost objects have no Presence. Exhaustion alone does not remove Presence. A Company controls a Site only with a positive total strictly higher than every opposing or neutral total there. Ties give no control.

Ordinary travel

Move: one Action, one legal lateral connection on the same Ring. Neighboring means the immediately clockwise or counterclockwise Site on that Ring; connected means a currently legal connection or a specific card-created link. A link does not itself waive a movement cost.

Traverse: one Action through a Gate between adjacent Rings. Matching ports must align, the Company must have completed the assigned Rite and bound its Waymark, and no effect may forbid traversal. Use the inward Gate's Rite and Waymark for travel in either direction across that boundary. Ring rotation may change its paired outward endpoint without erasing its completed Rite or Waymark.

A Veilwalker may take one allied Ally from the origin through an ordinary Traverse without another Action. The Ally arrives Exhausted unless a rule says otherwise. Card-based additional followers obey their explicit readiness and number limits; effects saying “up to two instead of one” do not stack with each other, while “one additional” adds one. Heroes and Echoes require their own crossing or specific permission. A follower travels the same route, may not follow itself, and must be eligible at both ends.

Optional trio crossing costs three Actions: all three Ready Veilbound together take one legal ordinary Gate, all arrive Exhausted, no escort and no Bloom entry. It does not force you to move together otherwise.

Opposing pieces may share Sites. Enemy Presence alone does not prevent passage, but specific prohibitions do. Rotation carries a Ring's Sites and everything attached to them; it is not arrival, departure, a Move or a Traverse.

Turnpoints and Waymarks

A Ready Wayfinder at a controlled, uncontested Turnpoint may spend one Action and two Resonance to turn its own or an immediately adjacent Ring one clockwise or counterclockwise step. Any active enemy Figure or Veilbound there contests it, even if outnumbered or Exhausted. First Bloom never rotates. Each extra step needs another use. Card rotation obeys its own permission and cannot override a “cannot rotate” prohibition unless it explicitly says so.

Rite completion is historical. Waymarking is a separate one-Action operation by your Ready Veilwalker at that controlled Gate after its Rite is complete. Binding does not require current physical alignment. A mark survives losing control or rotation. Your opponent needs its own Rite and Waymark. Appendix B gives the Rites.

Direct relocation and limits

A card expressly permitting movement without a Path or Gate may bypass that route requirement only. It cannot bypass a closed Ring, Lost status, a Thread Strike hold, ineligible targets, or Bloom eligibility. “Lateral” remains same-Ring even with a card-created connection. An ordinary “connected Site” effect never secretly authorizes a Gate Traverse. This matters for Root Leviathan, old-road memories and special network movement.

5. Awaken the network

CompanyRing IRing IIIRing VI
Garden LampsS3 Ruined OrchardS0 Mosslight HollowS2 Dawn Beneath Stone
Wayfarer WaystationsS0 Lantern CrossroadsS3 Stormglass RiseS5 Petals Beyond Time

All begin inactive. Your Ready Rememberer must occupy and control your inactive physical, non-Fraying node. Pay one Action and two Resonance, plus Attention and relevant card adjustments. The Rememberer stays Ready. First activation records permanent credit; Garden also Remembers that Lamp's Site. Reactivation restores activity without repeating first-activation rewards.

Enemy control at the end of either Company's turn deactivates a physical node. A temporary mid-turn loss of control or a tie does not. An inactive node has no network reward. Nodes are landmarks, not Relic cards, and cannot be stolen, carried, Muted, Suppressed, Razed or Broken by effects targeting cards.

Garden: The Lamps Remember

While all three Lamps are active:

  • At the Action refresh in Garden's Remember, receive one additional shared Action, for four instead of three. Gaining the third light later does not refill or add Actions mid-turn. Losing the network later does not retract an Action already granted. Repeated activation never grants another bonus that turn.
  • Garden may use one Turnpoint per Company turn without its base Action or Resonance cost. The Ready Wayfinder, control, uncontested Site and permitted Ring are still required. Other surcharges and prohibitions remain. Track the free use for the whole Company; reactivation or a second Wayfinder does not reset it. Later Turnpoint uses cost normally.
  • Thorn Sentinel has its printed Guardian of the Walker reward: normal paid deployment Ready beside the Veilwalker, and +1 Power while together and the network remains active. It is a normal card you must draw and pay for, not a free extra piece. It protects through ordinary interception.

Garden does not receive automatic Gate bypass or the prior shared network teleport.

Wayfarer: The Roads Answer

While all three Waystations are active, the Wayfarer Company gains two benefits:

  • Connected Waystations: each pair of its active, physical, Wayfarer-controlled station Sites is linked. Spend one Action and zero base Resonance to move one eligible unit between them. All three Ready Veilbound roles and ordinary deck Figures may use the link. It is special movement, not a Gate Traverse or a lateral Move. It needs no Rite or Waymark, carries no free escort and preserves readiness. There is no separate once-per-turn cap; each use spends an Action. Recruits, board Sentinels, Patrols and the Watcher cannot use it. A Figure's existing movement prohibition still applies.
  • Behind the Lines: only cards expressly bearing the beta Through the Waystations permission may Deploy from hand at a physical, non-Fraying Site Garden controls. This beta names Mirror Hound, Mirror Hound Packleader and Mirror Stalker. Pay the usual Action and Resonance, apply other deployment taxes, and place it faceup and Exhausted. Check Garden control when announced and again before placement. The Site need not contain a Lamp. First Bloom and closed Sites are never destinations. This does not grant permission to every Shadow or Reflection card, or ignore a card's “cannot Deploy” restriction.

Remote deployment is a Deploy, not entry by movement; normal Deploy triggers apply. Because the arrival is Exhausted it cannot immediately attack or Intercept without a separate legal Ready effect. These cards remain playable by Garden under their ordinary rules, but Garden does not gain this network permission.

Light beyond the Fray

An active node that closes with its Ring retains its light off-board. It still counts toward the all-three-active reward. It is untargetable and supplies no local effect, Presence or movement endpoint. An inactive node closing stays inactive and cannot be repaired from off-board. Historical credit persists either way.

Example: your Ring I station closes while active. Activating III and VI later can complete the reward; only physical III and VI are usable endpoints, and both still need Wayfarer control. If III then deactivates, the all-three reward ends until III is reactivated. Missing I entirely still permanently loses Bloom access.

Garden Growth and Wayfarer Disruption

Garden may gain at most one Growth per Round, maximum three, from actually repairing a Broken lateral road, making a Neutral/Forgotten Site Remembered, or restoring Thread at a controlled Site. No-op repairs or healing at full Thread do not qualify. Growth is tracked for explicit effects; it is neither an extra activation cost nor a generic spending power.

Wayfarer similarly gains at most one Disruption per Round, maximum three, by Muting/Razing an opposing Installed Relic, Traversing an enemy-controlled Gate, or claiming a Remembrance in the presence of an enemy Figure or Installed Relic. Spend three during Shape for Break Through: the next otherwise legal Traverse that turn costs no base Action. Other costs and Gate conditions remain.

Wayfarer may Mute an opposing Installed Relic at a Site occupied by its Ready Veilwalker or Wayfinder, or one of its active ordinary Figures: one Action and one Resonance. Its text, Presence and activations become inactive. Its controller may Reactivate for one Action and one Resonance while its Ready Veilwalker or Rememberer occupies that Site. This does not re-awaken or replay the card. Fixed nodes use their own rules.

6. Combat and displacement

Challenge

Spend one Action and Exhaust a Ready Figure to Challenge an enemy Figure at the same physical Site. After responses, both deal current Challenge Power as damage simultaneously. A Figure with damage at least its current Power is Broken; apply prevention and replacement effects first. A surviving defender becomes Exhausted. “Win a Challenge” means deal more actual Challenge damage than you receive; a tie is not a win. Breaking an opponent is a separate condition.

Healing removes damage. It does not lower or raise Power. “Survive with one remaining durability” means set damage to one below current Power, not change the card's Power to one. If Power falls to zero, Break the Figure; damage-only survival cannot rescue zero Power. Recheck lethal damage when a temporary Power bonus expires.

Thread Strike

Spend one Action and Exhaust a Ready Figure at an opposing Veilwalker's Site. That defender may choose one eligible Ready Figure there to Intercept. Interception becomes a normal Challenge instead of Thread loss. Without interception, lose Thread equal to the attacker's current Challenge Power after prevention. No attack happens automatically on arrival.

A Figure declaring a Thread Strike is held at that Site and may not declare another Thread Strike until its next Remember, whether intercepted, prevented or successful. Readying it does not remove the hold. The defender gets its normal reply turn.

Drive Off

Spend one Action and Exhaust a Ready Figure to Drive Off an opposing Veilbound at its Site. A Ready eligible defender may Intercept, replacing the displacement with a normal Challenge even if the interceptor loses.

Otherwise return the role to its Company's active Stronghold, or its Entry Site if no Stronghold is active. It arrives Exhausted, keeps its one Presence if physical, and cannot act or move until next Remember. It is immune to another Drive Off until that Remember. A closed Entry makes it Lost in the Fray. This return triggers no ordinary arrival effects or Return Rite progress. A Veilwalker drops one carried Remembrance at its departure, retaining the rest. No Thread damage.

No additional displacement cap is added. The existing protection prevents repeated same-turn bouncing. Next-turn defenses and return attempts are tactical decisions; a player's repeated bad approach is not itself a rules defect.

Raze and interception

One Action and Exhaust a Ready Figure at an opposing Installed Relic. If its Raze Power meets the Relic Power, Break the Relic. A Ready eligible defending Figure may Intercept, becoming the Challenge target and protecting the Relic. Ordinary deck Figures and awakened board Sentinels can normally intercept attacks against their Company's Veilwalker, other Veilbound or Installed Relic. Intercepting an attack against another Figure requires an explicit ability, such as White-Spire Sentinel protecting a Scholar. Only one interceptor per attack; no interception chains.

A Local Recruit or Patrol cannot Intercept. Repeated ordinary Challenges remain possible if each has a Ready attacker and every cost is paid. A free Challenge still Exhausts its attacker. It does not mean free endless attacks.

7. Cards and shared definitions

Playing and targets

Ordinary Figures Deploy Ready at your physical Veilwalker's Site for one Action plus cost. Explicit placement text can replace that location, subject to the absolute board boundaries. Cards naming “your Site” mean your Veilwalker's Site. Persistent abilities naming “here/this Site/this Ring” mean the source's location. A card with no deployment location still uses the normal location, not any Site.

“Choose a Site” without a range may choose any legal physical Site; “on this Ring” refers to the playing Veilwalker's Ring unless a persistent source supplies another location. A local restoration effect with several modes chooses one Site and applies each mode there or to a road touching it. Opponents may not choose a protected or otherwise illegal target merely to make an effect fail.

A card resolving with some legal targets does what it can to those targets. If all targets are illegal, it fails and contributes no Glyph. A compulsory “then” occurs after the earlier instruction where possible; “if you do” requires that earlier instruction to succeed. Players may decline optional choices, not mandatory costs or effects.

Activation, triggers and limits

Abilities without an Action cost are not automatically responses. Untriggered activated abilities use your Shape while no Threadline is resolving. Explicit “when,” “before,” “after,” prevention and replacement abilities use their stated window. A same-event trigger is processed once per source. You may not repeatedly trigger it from the same unchanged event. “First time” means once in the stated period. Counters and caps belong to their named source unless explicitly Company-wide.

Whisper Rune exception: Say It Again may be declared in a matching response window for its stored Quick Event effect, as well as during Shape when that effect has a legal use. Pay the Rune's Break once on declaration. Resolve the stored non-damaging effect with fresh legal choices, then exile the stored Event after its nested choices finish. This is an ability, not another Event play: it adds no Glyph and does not spend the Company's Quick Event allowance.

1/turn means each Company turn; 1/round means one complete Round; 1/match follows that physical card across zones. Changing control or leaving and returning does not reset a once-per-period allowance within that period. Counters normally disappear on leaving play, except explicitly stored cards and ongoing history. Copied ability limits are shared with that source's copy, not new counters on each recopy.

A card's Unique trait does not make its individual printed abilities Unique. Unless an ability itself explicitly says Unique, it is eligible for an effect naming a non-Unique ability. The Story Told Wrong may therefore disable an eligible individual ability on a Unique Hero or Relic; its separate non-Mythic restriction still applies. Disabling one ability does not disable the whole card or directly remove its Presence.

If several replacements affect the same event, the affected object's controller chooses the order. Each replacement applies at most once to that event. Resolve simultaneous triggers in active-Company order, then opposing Company, each ordering its own. A mandatory loop returning to an identical complete state with no legal choice to stop it draws the match. Optional repetitions must declare a finite count; nobody may consume unlimited table time repeating an unchanged state. Do not use this rule to erase a real paid tactical stalemate.

Relics, stored cards and costs

One Portable Relic per eligible ordinary Figure. “One Weapon” and “one Armor” are not extra carrying slots. An equipped Relic follows its bearer; when the bearer leaves play, Drop it at that Site unless explicitly redirected. Claim for one Action with an eligible Figure there and a free slot. Ownership remains the original player's even when control changes.

Each Company has two Installed slots per Site; Major uses both. A Dormant Relic retains Power, traits and Dormant text. Awakening adds its Awakened text once its complete condition is satisfied. It is automatic unless a cost or timing is printed, and is not a second Deploy. The relevant achievements must occur after that Relic enters play unless “this match” expressly uses earlier history.

A substitution toward an Awakening replaces exactly one measurable requirement. It cannot satisfy an entire unspecified condition, waive “non-substitutable,” count an extra named Seedwork, or activate a network landmark. Record which distinct requirement it replaces. Fixed Lamps are not cards; World Engine still needs three differently named Seedwork cards Awakened, so three Lamps cannot summon it.

If a card stores another beneath it, the stored card is out of active play, adds no Presence or ability, and occupies the stated storage capacity. When its host leaves play, send stored cards to their owners' discards unless explicit text says Drop, exile, return or resolve. Suspended Events under Erethia follow this cleanup and do not resolve just because she leaves. Resolving a suspended card requires new legal targets, creates no second play/Glyph, and does not pay the original play cost again. Costs in the copied/resolved effect itself still apply.

A discount changes Resonance, never printed cost for eligibility, nor Action costs unless named. Combine independent discounts, minimum zero. A “first” discount is spent on the first eligible declaration even if cancelled. Special-cost cards use their stated arrival cost; if no numerical printed cost exists, they are not eligible for “cost X or less” or half-cost calculations. “Cannot Deploy normally” also blocks ordinary reanimation/put-into-play shortcuts unless expressly permitted. A card explicitly returning a Figure Exhausted does not ignore its absolute placement prohibition.

Memories and Imprints

Recall X: play the Memory from discard during Shape for its usual Action and X Resonance, then exile it after resolution. It contributes its Glyph. A Recalled Memory cannot Imprint. A normally played Memory with Imprint may remain under the resolution Site instead of discard only if your Ready Rememberer occupies that Site when resolving. One Imprint per Company per Site; a replacement discards the previous one. No additional Action or Resonance is charged for placing the Imprint. Pure play effects and Recall still work without the Rememberer.

A copied Memory copies its play effect, not Recall or Imprint placement. “Cannot be copied” always wins, including The First Lie Told Twice. Copying or resolving text is not another card play and adds no Glyph. Disasters cannot be copied or suspended in this beta. Taking a card from discard requires that exact card still be there, and cannot override a card's explicit retrieval prohibition.

Paths and Weather

One Laid Route per lateral connection; one Laid Trail per Company per Site; one Laid Gatepath per Gate; one Laid Circuit per Ring. Replacement discards the old card, not Breaks it. Transient effects coexist for their duration unless they explicitly remove another. Override permits the exception it actually describes, not a universal cancellation. The King's Road protects its own Trail slot.

Closed is temporarily unavailable; Broken requires repair. “Treat closed as open” does not repair Broken roads unless explicitly named. Opening a connection does not pay for movement. Global prohibitions take precedence over permissions except an exception that specifically addresses that prohibition. Relic/card-created Gates never remove Rites, Waymarks or Bloom eligibility unless expressly stated.

Weather is a trait plus any named condition a card supplies, not an unprinted bonus table. Calm, Rain, Wind, Fog and Storm are distinct conditions for Weather Stone. Weather Events establish their named condition on their target area for the printed duration. Static Weather terrain is not itself a newly named condition. Changing a condition to the same condition is no change. Multiple conditions can coexist when their effects do not replace one another; track each source and expiry. A Weather name alone supplies no extra damage or movement effect.

Hidden objects and information

Standard Sites and Gate Rites are faceup. A card may hide itself only with explicit text; no generic hiding Action exists. Facedown player cards have a public owner and location, no Presence and no other active abilities beyond their concealment/reveal trigger. Pay their real cost privately and reveal the card after the game if necessary to verify legality. Their controller may inspect them. Revealing is not Deploying and does not add a Glyph or Ready them. Reveal-before-Challenge abilities explicitly permit that attack once revealed and Ready.

Inspect means private knowledge, reveal means show both players. A hidden Watcher's location is public; it is not a facedown card, Veil token or socket. Only effects expressly naming the awakened Watcher may interact with it. Generic Figure targeting never does. A Dormant or removed Watcher cannot be targeted by these replacements.

Traits, history and movement triggers

Seedwork is a card trait and an explicit Site trait. “At a Site containing a Seedwork” includes a Seedwork card or one of the fixed Lamp Sites. “Seedwork Relic,” “Awakened Relic” and “control a Seedwork” do not silently mean a neutral landmark; amended cards name Lamps where intended. Lamp activation is not a Relic Awakening and supplies no Glyph.

A Figure enters/arrives when it moves from another Site, including special relocation. Deployment is separate unless the effect says “enters or Deploys.” Rotation is neither. Arrival uses the destination state at that time. A Follow uses the actual origin of the triggering movement.

Track named history when a card first makes it relevant. “New Site” means new to that piece this match, not merely different from its last Site. Root, Footprint, Light and Thread markers are labeled by source and controller; identically named markers from different cards are not shared unless explicitly named as shared. Site-history denial does not erase permanent network milestones or completed Rites.

For Nessa, “faction” means printed group/origin affiliations, such as Starhold, Everburn, Red Company or Roadfolk, not Company, Aspect, species or card type. A copied trait is not a changed printed Origin for settlement Homeground. Maereth's anti-Flux ability cancels a pending effect that gives Flux at her Site; it does not cancel an arbitrary card merely because that card currently has Flux. Flux has no universal random roll.

Root Leviathan and Crowned Tempest contribute zero Presence only when evaluating Rite of Dominion progress/completion. Their other presence restrictions apply as written; there is no separate Dominion victory mode in this release. Card title overlaps never create rules automatically: Sea-Cliff Watcher is an Ally, Seether is a Hero with the Sentinel trait, and The Garden Before may mean a card or a named Site depending on context.

8. Responses and Alignments

A legal declaration opens a Threadline, the sequence of pending effects and responses. The opposing Company gets first priority, then alternate. A Company may play a legal Quick Event or an explicitly timed ability, or pass. Each player may contribute at most one Quick Event to that Threadline. Quick Events pay Resonance but no normal Shape Action. A triggered Path response, such as Wanderer's Shortcut, follows its own explicit costs.

After both pass consecutively, resolve the newest effect first. Reopen priority between unresolved effects so players can react to new triggers, without resetting the one-Quick-Event limit. An already-resolved effect cannot be retroactively cancelled. A response window before damage or victory permits cards with exactly that trigger. A Quick card lacking a narrower trigger may be played in an open priority window, including a Shape Action you announce; it is not an unlimited free standalone Shape play.

At most one Disaster may be played per Company per Round. Cancelled plays still spend that allowance. A card declared with a Disaster restriction cannot evade it by being suspended, copied or returned. Events go to discard after resolution unless explicitly kept or exiled.

The two Glyph chains

Track a Turn Chain and a separate Threadline Chain for each Company, each holding at most three Glyphs. Successfully played/deployed non-Event cards during your turn add their Glyph to the Turn Chain. Events add theirs only to the Threadline Chain in resolution order. Fourth Glyph drops the oldest. Cancelled or wholly failed cards add none. Copies, ability uses, Weaver placements, reveals, rotation and landmark activation add none.

After a Glyph is added, you may immediately invoke one legal Phrase (last two Glyphs) or Verse (last three), ending on that Glyph. Order matters. Choose one if both qualify. Invocation costs zero Actions and Resonance unless listed, consumes the used Glyphs, and is limited to once per named Alignment per Company per Round. Declining leaves the chain intact. Declaring an invocation consumes its used Glyphs, pays any listed costs and spends that named Alignment's once-per-Company-per-Round allowance, even if it is later cancelled. It opens an Alignment response window. Within an existing Threadline, this window preserves that Threadline's Glyph chains and one-Quick-Event-per-Company limit, then resumes the parent Threadline afterward. Recheck the chosen Alignment sequence and targets for legality before resolution; resulting triggers wait until the invocation finishes.

Clear the Turn Chain at the end of that Company's turn and the Threadline Chain when its Threadline ends. Appendix C contains all 24 sequences. Dual bonuses are retained as future team-format references and are inactive in this one-player-per-Company beta.

9. People and strongholds

Each settlement has one neutral Local, initially no Presence and untargetable. A Ready Veilbound occupying the controlled Site may recruit it for one Action. It becomes a loyal Power-2 Figure. It can Challenge/defend but cannot Move, Traverse, Intercept, Thread Strike, equip, carry Remembrances or perform Rites. Defeating it destroys that settlement and its Homeground bonus permanently; roads and any Gate remain. There is no replacement Recruit or allegiance change.

An Ally with that settlement's printed Origin gains +1 Power there. A neutral Local is not a deck card for costs, deck limits or retrieval.

A Ready Veilwalker at a controlled, non-Fraying Sentinel Site may spend one Action to awaken its Dormant board Sentinel. It becomes a loyal Power-5 Figure, may Challenge and Intercept, and may move only among its home Site and its two same-Ring neighbors through legal roads. It cannot Traverse, equip, carry Remembrances or enter Bloom. Broken means permanently removed. Its dormant form has no Presence and is untargetable.

Stronghold

Your Ready Veilwalker at a controlled, uncontested non-Bloom, non-Fraying Site may spend one Action to establish your one Stronghold. It immediately gives +1 allied combat Power there, a Drive Off return and, once per Round, a normally paid Ally deployment at it instead of the Veilwalker's Site.

Relocate with one Action at a new legal Site: remove the old Stronghold and place a Foundation. On a later turn pay one Action to finish while still there and meeting the same conditions. Leaving or enemy control at turn end abandons the Foundation. It gives no benefits until finished. An undefended Stronghold can be destroyed by a Ready enemy Figure of at least Power 4 there spending one Action and Exhausting. Any allied Veilbound or Figure defends it.

Patrol

With an active Stronghold, deploy your one Power-2 Patrol for one Action to a previously visited physical Site reachable from it through legal ordinary roads/Gates. Distance zero or one arrives Ready; two or more Exhausted. Replacements after removal additionally cost one Resonance. Patrols cannot use special network links. A Ready Patrol moves up to two legal Sites for one Action, Exhausting if it takes two; an Exhausted Patrol cannot move.

While Ready, its first opposing Figure arrival each Round becomes Exhausted. Patrols defend but cannot initiate combat, Drive Off, Thread Strike, Intercept, equip, carry Remembrances or do Rites. Attacking an Exhausted Patrol spends the attack Action and Exhausts the attacker, but Routes the Patrol home Exhausted instead of fighting. With no Stronghold it is removed. A Patrol whose Stronghold vanishes becomes Stranded, retains Presence but cannot move or be replaced until the Stronghold is restored. Recall it for one Action to remove it for later redeployment.

10. The Watcher

One neutral NPC, not a Figure card and never recruited. Dormant has no effects and cannot be targeted. Hidden has a public location but no Presence and cannot be attacked. Revealed supplies three neutral Presence and Power 3 when defending. Ring rotation carries it normally; it never enters Bloom.

At the end of Round 10, awaken on 6; Round 11 on 5–6; Round 12 on 4–6; Round 13 on 3–6; Round 14 on 2–6; Round 15 automatically. Either Company's first completed three-node historical milestone awakens it immediately. Change Dormant to Hidden; its first movement phase is that Round's end.

Watcher phase

Roll three dice independently:

  • Distance: 1 = stay, 2–3 = one Site, 4–5 = two, 6 = three.
  • Direction: 1–2 clockwise, 3–4 counterclockwise, 5 inward, 6 outward. Radial movement keeps world sector and ignores Gates. Stop at boundaries of the physical board.
  • Behavior: 1–2 Lurk, become Hidden. 3–4 Observe, Reveal if there is a relevant object, reveal hidden player objects there and give each Company with a character there one Attention. 5–6 Interfere, Reveal and Suppress an Installed Relic; otherwise Exhaust the highest-Power eligible Figure; otherwise give one Company with a Veilbound there one Attention. If none applies, Observe. With nothing relevant, become Hidden.

Relevant objects include Veilbound, Figures, Installed Relics, Remembrances, Strongholds and active nodes. Resolve tied neutral choices uniformly by die, rerolling surplus results. Observe never deals damage. NPC movement from a card does not roll another behavior unless expressly instructed.

Suppression disables a Relic's text, Presence and Awakening/activation until the end of its controller's next turn, then ends automatically. It is not Mute and needs no Reactivate payment. Nodes cannot be Suppressed.

Attention ranges 0–3. At three, your next major-objective declaration costs one extra Resonance and consumes all Attention when paid. Major objectives are claiming a Remembrance, binding a Waymark, first opening Bloom, activating/reactivating a node and Close the Eye. Charge once per declaration. Ordinary travel, turning, combat and recruitment are not major objectives. Lay Low: one Action removes one Attention, once per Company turn.

If Challenge damage defeats the Revealed Watcher, move it one Site in a random legal direction, make it Hidden and clear its damage. Otherwise clear its damage at the next Watcher phase. It is not permanently Broken. Reveal effects alone cause no Attention. Effects that require Revealed state take precedence over an instruction to hide it, and never awaken a Dormant Watcher.

Close the Eye

Your Ready Veilwalker shares its Site with the Revealed Watcher; control that Site with at least six Presence. Pay two Actions and three Resonance, plus any Attention surcharge, and roll:

  • 1–2: fail, move the Watcher three Sites in a random legal direction, respecting boundaries, hide it, Exhaust your Figures at the ritual Site and gain one Attention.
  • 3–6: remove it for the match and clear both Companies' Attention. Veilshock: choose one opposing Figure on the active board, Exhaust it and skip its next Remember Ready. Gain one Remnant.

A Remnant is not a Remembrance. Once during Shape, spend it for zero Actions to restore one Thread and move an allied Veilwalker or Figure one legal lateral Site for free. Normal eligibility applies. Close the Eye has no designated ritual tile.

11. The Closing Spiral

After both decks are empty and three complete Rounds pass without a draw, Closing starts. Mark Ring I Fraying for the next full Round, then close it at that Round's end. Continue outward-to-inward through Ring V, one Ring per Round. Ring VI and Bloom remain. Once begun, Closing does not stop when a card refills a deck.

A Fraying Ring still permits ordinary movement and combat. Do not build/relocate Strongholds, recruit, awaken board Sentinels or activate/reactivate nodes there. The deadline is public. Closing never waits for an unfinished network.

At closure, remove local board units, Strongholds, Foundations, Installed objects, Laid Paths and Imprints. This is removal, not Breaking or Razing, so it does not trigger those rewards. Active network lights persist off-board as described in section 5. Move unclaimed Remembrances and the Watcher inward to the next physical Ring at the same world sector. A removed Watcher stays removed.

Remaining Veilbound and ordinary deck Figures become Lost in the Fray. They have no Presence, cannot act or be targeted on the physical board, and keep carried Remembrances and Portable Relics. Special teleport and card retrieval do not return them from Lost status.

Their Exit is the next physical Ring at the world sector where their old Ring closed. Preserve that direction as Rings rotate. An empty Exit or one with any allied Veilbound/Figure is open; only-enemy occupancy blocks it.

Escape: one Action and two Resonance to move a Lost unit to its open Exit, Exhausted. A Lost Veilwalker may bring one Lost Ally from the same origin, also Exhausted. If an enemy Ready Figure is there, roll once: 1–2 no reaction; 3–4 the defender may Exhaust an eligible Figure to give one arriving Figure −1 Power until next Remember; 5–6 it may Exhaust one to Challenge an arriving Figure. A Veilbound cannot be a Challenge target.

Force the Breach: if your Lost Veilwalker's Exit is blocked, pay two Actions, three Resonance and one Thread to bring it to that Exit Ready, without escort. Resolve the same legal arrival reaction. Spending your last Thread loses before escape.

Missing a network node before closure prevents its remaining first activation forever, so Bloom victory becomes unavailable to that Company. Defend, disrupt and seek Thread victory; already-earned milestones never disappear.

12. At your table

Veilwalkers is in beta. The six starter decks offer different ways to learn the game; they are starting points, not ranked decks or a promise of equal matchups. Adjust your choices as you discover the roads you enjoy taking.

Record the edition, decks, starting Sites, initiative, winner and victory type. For a disputed interaction, record the card IDs, exact board state and wording used. Finish using one agreed ruling; do not change it mid-match. Keep notes on long turns, missed network deadlines, cards with no useful target and repeated displacement. Your table experience helps reveal which choices feel exciting, unclear or too strong.

The rulebook is authoritative for absolute board boundaries, cost/timing definitions and the current faction rewards. A specific beta card then overrides a normal rule where it expressly says so. Prohibitions beat permissions unless the exception directly names that prohibition. Flavor text supplies no mechanics.

Appendices provide the exact map, Gate Rites, and Alignments. The card library supplies the full beta card text. Downloads are text references for tabletop play; illustrated print-and-play cards and a complete online game are not part of this release.

Appendix A · Map and placement

Tabletop Beta 1, Greater Spiral. Six rotating Rings contain six Sites each; the fixed First Bloom is a separate 37th space. Rings indicate depth, not exclusive realms. Human, Echo, Fae and Memory influences can cross Ring boundaries.

All 24 existing Site names are retained. Twelve new Sites extend the inner approaches. There are five settlements, five associated Recruits, three fixed Seed Lamp sites, three Waystations, two Sentinels and five Remembrances. The Ring III Lamp and Waystation share their Sites with existing Remembrances; all counts and other placements are preserved. Gates and Turnpoints are navigation features and may share a strategic Site.

Gate geometry

RingOutwardInwardTurnpointsStandardFirst Journey
1NoneS1, S4S0, S300
2S0, S3S1, S4S2, S521
3S0, S3S2, S5S2, S512
4S0, S3S1, S4S0, S321
5S0, S3S2, S5S0, S312
6S0, S3S2, S5 to BloomS0, S311

Offsets are clockwise 60-degree steps. World sector = (local Site + offset) modulo six. First Bloom has fixed ports in sectors 0 and 3. All five inter-Ring boundaries start misaligned in Standard. First Journey aligns every boundary. No Fibonacci calculation is needed.

Ring 1 register

SiteNameTraits; initial stateFeatures
S0Lantern CrossroadsLight, Roadfolk; NeutralTurnpoint; Waystation
S1River FordWater; NeutralInward Gate; Presence Rite
S2Old MarketHuman; NeutralEverburn settlement + Local Recruit
S3Ruined OrchardWild, Seedwork; NeutralTurnpoint; Seed Lamp site
S4Chapel GateLight; NeutralInward Gate; Offering Rite
S5Mirror WellWater, Reflection; NeutralOpen territory

Ring 2 register

SiteNameTraits; initial stateFeatures
S0Silent MarketShadow; NeutralOutward port; Remembrance
S1Forgotten GardenWild; ForgottenInward Gate; Dominion Rite
S2Mirror PoolWater, Reflection; NeutralTurnpoint
S3Rain Without CloudsWater, Weather; NeutralOutward port; Remembrance
S4House With No DoorReflection; NeutralInward Gate; Return Rite; Durnhallow settlement + Local Recruit
S5Broken BridgeRoad; ForgottenTurnpoint

Ring 3 register

SiteNameTraits; initial stateFeatures
S0Mosslight HollowWild, Seedwork; NeutralOutward port; Remembrance; Seed Lamp site
S1Hollow CrownShadow, Reflection; NeutralOpen territory
S2ThornroadWild; NeutralTurnpoint; Inward Gate; Three Threads Rite
S3Stormglass RiseWeather; NeutralOutward port; Remembrance; Waystation
S4Wyrdwood VergeWild; ForgottenLysmere settlement + Local Recruit
S5Glassfen CrossingWater, Reflection; NeutralTurnpoint; Inward Gate; Burden Rite

Ring 4 register

SiteNameTraits; initial stateFeatures
S0The First GoodbyeMemory; NeutralTurnpoint; Outward port
S1The Battle Nobody WonMemory; ForgottenInward Gate; Presence Rite
S2The Name Beneath WaterWater, Reflection, Memory; NeutralRemembrance
S3The Unspoken PromiseMemory, Light; NeutralTurnpoint; Outward port
S4The Door That RemembersMemory, Reflection; NeutralInward Gate; Offering Rite
S5The Garden BeforeMemory, Wild; NeutralMyrreach settlement + Local Recruit

Ring 5 register

SiteNameTraits; initial stateFeatures
S0Ashen Bell CourtMemory, Human; NeutralTurnpoint; Outward port
S1Waking CairnMemory, Stone; NeutralDormant Sentinel
S2Silverroot StairWild, Creation; NeutralInward Gate; Dominion Rite
S3The Unwritten RoadStory, Road; ForgottenTurnpoint; Outward port
S4Starfall ArchiveMemory, Light; NeutralStarhold settlement + Local Recruit
S5Rootbound CrossingWild, Seedwork; NeutralInward Gate; Return Rite

Ring 6 register

SiteNameTraits; initial stateFeatures
S0Threshold of NamesMemory, Story; ForgottenTurnpoint; Outward port
S1Quiet Thorn CourtWild, Shadow; NeutralDormant Sentinel
S2Dawn Beneath StoneLight, Creation, Seedwork; NeutralBloom entrance; Seed Lamp site
S3The Last HearthHuman, Memory; NeutralTurnpoint; Outward port
S4Wellspring of EchoesWater, Reflection; NeutralOpen territory
S5Petals Beyond TimeWild, Memory; NeutralBloom entrance; Waystation

First Bloom: fixed center; Ending, Memory and Creation traits; Neutral. It is not Ring VII. Its entrance requires normal Bloom permission, not an extra ordinary Gate Rite.

Fixed network placement

RingWayfarer WaystationGarden Seed Lamp
IS0, Lantern Crossroads, site 0S3, Ruined Orchard, site 3
IIIS3, Stormglass Rise, site 15S0, Mosslight Hollow, site 12
VIS5, Petals Beyond Time, site 35S2, Dawn Beneath Stone, site 32

Each pair remains three Sites apart as its shared Ring rotates. All six start inactive. Four Remembrances remain in opposite pairs on Rings II and III; the fifth remains at The Name Beneath Water, Ring IV S2. Settlements remain on Rings I–V. Sentinels remain at Waking Cairn, V S1, and Quiet Thorn Court, VI S1. Strongholds start unbuilt, Patrols off-board. Close the Eye has no dedicated tile. Choose the Dormant Watcher's starting location uniformly among the 36 Ring Sites after player starts. The network milestones do not gate entry to Ring VI. They gate each Company's entry to Bloom. All three historical activations persist even if nodes deactivate. All-three activity enables the current faction reward. Only Wayfarers have network movement; its endpoints additionally require physical access and Wayfarer control. Closing never waits for an unfinished node, and an unearned milestone on a closed Ring becomes unavailable.

Appendix B · Gate Rites

All eighteen original Rites are retained as alternatives. The current Standard assignment uses Presence, Offering, Dominion, Return, Three Threads, and Burden. Track each team separately. Completing a Rite does not itself place a Waymark. The active Lexicon replaces the old pre-Lexicon substitute for Living Story.

01. Rite Of Presence

Requirement: Your team must have: 5 Presence at this Gate Site. Completion: As soon as your team reaches 5 Presence here, the Rite is satisfied.

02. Rite Of The First Memory

Requirement: Resolve any Memory card while your Veilwalker occupies this Gate Site. Universal Alternative: If your deck contains no Memories, spend: 1 Action + 2 Resonance while controlling the Gate to Recall the Site. Completion: Immediately after the Memory or Recall resolves.

03. Rite Of Challenge

Requirement: Win one Challenge at this Gate Site. The defeated opponent does not need to be Broken. You simply need to deal more Challenge damage than you receive. If tied No completion. Universal Alternative: If no opposing Figure is present, spend: 1 Action and Exhaust one Ready Figure with at least 4 Power here to complete a Trial of Strength.

04. Rite Of Offering

Requirement: Choose one: Weave a card while your Veilwalker occupies this Gate, or discard a card from your hand as an Action. Completion: Immediately. Important: The offered card does not need a specific type.

05. Rite Of The Open Hand

Requirement: End your Shape Phase controlling this Gate Site while holding: 3 or fewer cards in hand. Completion: At the end of your Shape Phase.

06. Rite Of Two Voices

Requirement: During the same team turn, resolve cards containing: two different Glyphs. The two distinct Glyphs must come from your Company. Completion: After the second distinct Glyph resolves.

07. Rite Of Dominion

Requirement: Control this Gate Site at the end of: your team turn, and the immediately following opposing team turn. Progress: Place a Dominion marker when your turn ends in control. Remove it if you lose control before the opposing turn ends. Completion: If you still control the Site when that opposing turn ends.

08. Rite Of The Turning Road

Requirement: While your Veilwalker occupies this Gate Site: cause any Ring to rotate. Important: The Ring may be rotated through: Turn the Spiral, a Path, a Relic, Hero ability, or another legal effect. Completion: Immediately after rotation.

09. Rite Of Three Forms

Requirement: Have three different categories of card presence at this Site simultaneously from among: Hero Ally Echo Installed Relic Imprint Example Hero + Ally + Relic. Ally + Echo + Imprint. Completion: Immediately upon controlling three categories.

10. Rite Of The Living Story

Requirement: Complete any recognized Alignment while your Veilwalker occupies this Gate Site. Completion: After Alignment resolution.

11. Rite Of Loss

Requirement: Something you control must be Broken at this Gate Site. Eligible: Hero Ally Echo Relic Path Universal Alternative: Voluntarily Break one eligible card you control here as an Action. Completion: Immediately after the Break resolves.

12. Rite Of Return

Requirement: Your Veilwalker must: leave this Site, occupy another Site, and later return here. Progress: Track the Gate as Departed after leaving. Restrictions: Ring rotation moving the Site underneath the Veilwalker does not count as leaving or returning. Actual movement is required. Completion: Upon returning.

13. Rite Of The Three Threads

Requirement: While your Veilwalker occupies this Gate Site, your team must complete all three: Creation Heal damage, repair a Path, Awaken something, or successfully deploy a Creation card here. Story Play a Path, rotate a Ring, complete an Alignment, or move a Figure through a card-created route. Memory Resolve a Memory, create an Imprint, retrieve a card from discard, or reveal hidden information here. Progress: Track each completed Thread separately. They do not need to occur on the same turn. Fallback: Once per Gate, your Veilwalker may spend 1 Action and 2 Resonance to mark one missing Thread. The other two must be completed normally. Completion: When all three are marked.

14. Rite Of The Broken Path

Requirement: A Path touching this Gate Site must: become Broken or closed, and later become open again through your team’s action or effect. Progress: Mark: Broken then Restored Important: A printed Broken Edge may qualify if your team opens it. Completion: When your team restores access.

15. Rite Of Burden

Requirement: Your Veilwalker must arrive at this Gate Site carrying: at least 1 Remembrance and your team must control the Site. Then spend: 1 Action to present the Remembrance. The Remembrance is not discarded. Completion: After presentation.

16. Rite Of The Unseen

Reveal a rules-defined hidden object while your Veilwalker occupies this Gate: the awakened Hidden Watcher, a facedown Figure or card, an unrevealed Site or Rite, or a hidden Relic. Working fallback: if no eligible hidden object can legally be revealed, spend 1 Action and 2 Resonance while occupying and controlling this Gate to complete Search the Veil directly.

17. Rite Of Severance

Requirement: During a single team turn while your Veilwalker occupies this Gate Site: deal Thread damage to the opposing team and restore Thread to your own team, in either order. Minimum: At least: 1 Thread damaged and 1 Thread restored. Universal Alternative: If your team is already at maximum Thread, the restoration requirement may be replaced by preventing at least 1 Thread damage during that turn. Completion: After both halves occur.

18. Rite Of The Last Place

Requirement: Your team must have previously controlled Sites on three different Rings. Your Veilwalker must then occupy and control this Gate Site. Important: Historical control counts. You do not need to control all three simultaneously. Completion: As soon as the third-Ring history condition and current Gate control are both true.

Appendix C · Alignments

Glyph key: SPI Spiral; DRP Drop; BRN Branch; SPL Split Line; GAT Circle Gate; EYE Eye Loop; FLM Flame Curl; KNT Knot; PTH Path Line; SED Seed Spiral; RIV Twin Rivers; SHD Shadow Spiral. Only these twelve Phrases and twelve Verses are recognized in the core list. Apply section 8 for timing, consumption, and limits. Dual bonuses are reference-only and inactive in this duel beta. Relic Awakening substitutions never activate fixed nodes.

AP-01 Follow The Rain

DRP → PTH Choose one allied Veilwalker or Figure at a Site. That Site gains: Water until end of turn. Then move the chosen piece: one legal lateral Site without spending an Action. This movement cannot Traverse. Dual: One Ally at the origin Site may follow the moving piece.

AP-02 Remembering The Sky

DRP → EYE Choose one player on your team. Look at the top: 2 cards of that player’s deck. Return them in either order. If a Weather condition is currently active on any Ring: that player may instead draw one of those cards and then discard one card. Dual: Each teammate may perform the top-two inspection on their own deck. Only one teammate may use the optional draw/discard.

AP-03 Crossing Between Worlds

RIV → GAT Your team’s next Veilwalker Traverse this turn may choose one: carry one additional Ally, or allow one allied Hero or Echo at the origin Gate to Traverse simultaneously without spending its own Action. A Hero or Echo crossing this way arrives: Exhausted. All normal Gate requirements must already be satisfied. Dual: Choose both options.

AP-04 First Growth

BRN → SED At a Site occupied by one of your Veilwalkers, choose one: heal 2 damage from one allied Figure, or repair one Broken lateral Path touching that Site. Dual: Do both.

AP-05 Broken River

RIV → SPL Choose one open lateral connection touching a Site occupied by one of your Veilwalkers. Close it until: the start of your next team turn. This is not considered a Broken Path unless another effect says otherwise.

AP-06 Unseen Memory

EYE → SHD Choose one: inspect one facedown object at a Site occupied by your Veilwalker, or if there is no eligible facedown object there, inspect one random card from one opponent’s hand. Information is private to your team. Dual: Instead inspect: up to two eligible facedown objects, or two random cards from the chosen opponent’s hand.

AP-07 Become

FLM → SPI Choose one allied Figure. Until end of round it gains: +1 Power and one trait of your choice: Light Shadow Wild Water Reflection Flux Dual: It gains: +2 Power instead.

AP-08 Bind The Gate

KNT → GAT Choose one currently aligned Gate at a Site occupied by your Veilwalker. Until end of turn: card effects cannot close that Gate, its Waymark cannot be removed or suppressed, and its completed Rite cannot be reset. Ring rotation may still physically misalign it. Dual: Your team also gains: +2 Presence at that Gate Site until end of turn.

AP-09 Living Ward

BRN → KNT Choose one allied Figure. Until your next Remember Phase: it cannot be forcibly moved, and the first Challenge damage it would take is reduced by: 1. Dual: Choose up to: two allied Figures at the same Site.

AP-10 Through Breaking, Becoming

SPL → FLM Choose one damaged allied Figure. It gains: +2 Power until end of turn. If any card you controlled was Broken earlier this turn: also gain: 1 temporary Resonance. Dual: Gain: 2 temporary Resonance instead. Temporary Resonance expires normally.

AP-11 Sever The Story

SPI → SPL If the card that completed this Alignment caused an opposing team to lose Thread: that team cannot restore Thread until the end of the current turn. If no Thread was lost: the Alignment still counts as completed but has no additional effect. Dual: If the completing card dealt Thread damage: Fray 1 of the Thread lost. Maximum: 1 Fray from this Alignment.

AP-12 The Story Opens

SPI → GAT Choose one incomplete Gate Rite at a Site occupied by your Veilwalker. If your team satisfies that Gate Rite before end of turn: Waymarking that Gate costs: 0 Actions instead of 1. All normal Waymark requirements still apply. Dual: After the free Waymark is placed: gain: 1 temporary Resonance.

AV-01 The Rain Remembers The Way

DRP → SPI → PTH Choose one allied Veilwalker. Its current Site gains: Water until end of turn. Then that Veilwalker may make: up to 2 consecutive legal lateral movements without spending Actions. Every connection used must be legal. It cannot Traverse during this movement. Dual: After that movement resolves: the other teammate’s Veilwalker may make one legal lateral move without spending an Action if it began the Alignment at the same Site.

AV-02 From The First Bloom, Life Unfolded

SPI → SED → BRN Choose a Site occupied by your Veilwalker. Do all applicable effects: make the Site Remembered, repair one Broken lateral Path touching it, heal 1 damage from each allied Figure there. Dual: Also restore: 1 Thread.

AV-03 A Memory Kept Alive

EYE → KNT → SED Choose one: Figure Choose one allied Figure. Until your next Remember Phase, the first time it would be Broken: remove enough damage to leave it one damage short of being Broken, becomes Exhausted, and loses this protection. Remembrance Choose one Remembrance carried by an allied Veilwalker. Until your next Remember Phase: it cannot be Dropped, stolen, or transferred by an opposing effect. Dual: Choose: one Figure and one Remembrance. Clarification: this rescue does not alter printed Power and cannot prevent removal that is not Breaking.

AV-04 Where All Roads Meet

GAT → PTH → RIV Choose one Gate at a Site occupied by your Veilwalker. Requirements: your team has completed its Rite, your team has Waymarked it. For your team’s next Traverse through that Gate this turn: treat the Gate as physically aligned regardless of current Ring orientation. All other traversal rules remain. After that Traverse: the effect ends. Dual: The temporary alignment may be used: twice before ending.

AV-05 What Was Hidden Breaks

SHD → EYE → SPL Choose one hidden object anywhere on your Veilwalker’s current Ring. Reveal it. If it is player-controlled: it cannot activate abilities until end of turn. If it is the neutral Watcher: revealing it through this Verse does not give either team Attention. Normal Neutral Presence still applies.

AV-06 From Ruin, Becoming

SPL → SPI → FLM Choose one: Restore the Fallen Return one Ally, Echo or Portable Relic costing 3 or less that was Broken this turn from your discard pile to your hand. or Wake the Broken Count one valid requirement toward the Awakening of one Relic at a Site occupied by your Veilwalker. This cannot fully bypass a requirement explicitly marked non-substitutable. Dual: If you Restore the Fallen: that card costs 1 less to deploy this turn. If you Wake the Broken: gain 1 temporary Resonance.

AV-07 The Living Gate

KNT → BRN → GAT Your team’s next Veilwalker Traverse this turn may carry: up to 3 Allies total. Those Allies arrive: Ready. All normal Gate conditions remain. Dual: One allied Hero or Echo at the origin Gate may also Traverse simultaneously without spending its own Action. It arrives Exhausted.

AV-08 Remember The Road Home

EYE → SPI → PTH Choose one Site on your Veilwalker’s current Ring that the same Veilwalker previously occupied this match. Move that Veilwalker directly to that Site. This movement: costs no Action, does not require ordinary lateral adjacency, does not count as Traversing. Arrival effects resolve normally. Dual: One Ally at the origin Site may accompany.

AV-09 Hold The Convergence

RIV → KNT → SED Choose one allied Veilwalker. Until your next Remember Phase: Remembrances carried by that Veilwalker cannot be Dropped through direct Thread Strikes, and your team gains: +2 Presence at that Veilwalker’s Site. Dual: Presence bonus becomes: +3.

AV-10 Ash Into Silence

FLM → SPL → SHD Choose one opposing Figure at a Site occupied by your Veilwalker. Until end of turn: it loses: 2 Power minimum 1, and cannot activate printed activated abilities. Continuous abilities remain active. Dual: Also Exhaust that Figure.

AV-11 The Garden Remembers

BRN → EYE → SPI Choose one Forgotten Site on your Veilwalker’s current Ring. Make it: Remembered. Then one player on your team: draws one card, then discards one card. If either: your Veilwalker occupies that Site, or your team has an Imprint there, restore: 1 Thread. Dual: Restore: 2 Thread instead.

AV-12 The Unseen Passage

SHD → PTH → GAT Until end of turn, the next Waymark or Traverse your team performs at the invoking Veilwalker’s Site ignores Revealed Watcher Presence for that Action’s legality. Legacy Disturbance and Watcher Check clauses are retired. Dual: after the protected Action succeeds, remove 1 Attention from your team. This adaptation preserves the relevant protection without reintroducing the old checking system.

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