A world where mastery becomes power.

Exceptional people from different places and times have been brought to an unfamiliar world.

Each had already mastered a profession, craft or discipline. Here, that mastery awakens as supernatural power — their Calling.

No one knows who brought them here or why. Some search for an answer. Others see a second beginning and a chance to shape the new world.

Those beliefs create conflict, alliances and rising factions. The true reason they were brought here remains unknown.

Meet the Heroes.

Every Hero has a Profession and a combat Class. Browse Supports, Attackers and Tanks to see how different professions shape a party’s combat identity.

Support

Mary

Chef

Restores allies, prepares the team, and can turn practical tools into healing, protection, or offense.

38 HP2 DEF
Support

Teacher

Teacher

Rewards sequencing and supports allies after they act, with paths toward support, offense, or control.

39 HP2 DEF
Attacker

Kath

Knight

Applies direct pressure through soul-based attacks, while her Mastery can pull her toward protection or support.

36 HP2 DEF
Attacker

Dancer

Dancer

Builds momentum from party sequencing and coordinated attacks, with alternate routes into Guard or Support play.

35 HP2 DEF
Tank

Tykel

Guardian

Intercepts danger and protects allies through timing, with development that can deepen defense, guidance, or retaliation.

44 HP2 DEF
Tank

Florist

Florist

Uses protection, thorns, Poisoned, and sustain to absorb pressure while creating consequences for attackers.

43 HP2 DEF
Support · ChefMary
Attacker · KnightKath
Tank · GuardianTykel

Build your party before the first card is played.

Choose one Support, one Attacker and one Tank. All three Heroes begin on the battlefield, so your opening decisions are about how the party works together — not finding your characters in the deck.

Techniques are performed through eligible Heroes. Healing, protection, interception and focused attacks therefore depend on who acts and when.

What your Heroes use changes what they can become.

A Hero can master qualifying Level 1 Techniques they successfully perform. That Mastery records how the Hero has fought and determines which Level 2 Paths can become eligible.

01

Perform a qualifying Level 1 Technique

If the Technique resolves legally and creates a real game effect, the Hero can master one copy of that named Technique.

02

Build matching Mastery

Mastered Techniques carry Attack, Support or Guard marks. Two matching, differently named Mastery cards qualify the corresponding Level 2 Path.

03

Choose an eligible Level 2 Path

The chosen Path activates its persistent Passive, then two copies of each of its two Level 2 Techniques are shuffled into the Main Deck.

Learn how a battle works.

See the current rules in context, including Action Opportunities, shared AP, Hero actions, Mastery and Level 2 development.

How to Play
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