Changelog
A record of what changed and when. This is a living document — rules evolve through playtesting.
v0.4 — Card Review Pass (CR-01–CR-33)
July 2026
Rulings and clarifications from the full card database review (Card Database v3.4).
Decision Log — Class names locked: Assassin / Warrior / Healer / Monk / Scout / Tinkerer + Kairos (neutral). Warrior (Amka) and Monk (Erandi) are the official class names, superseding Tank and Mage everywhere. Signed off by Matt and Adam.
New definitions:
- Turn and Round formally defined — a Turn is one Player's full cycle; Makri/Controller turns are not Player turns. A Round completes when every Player and Controller/Makri has taken a turn. "Once per round" effects reset when the Round completes.
- Target defined — any Player, PPC, Makri, or other entity occupying a tile on the map.
- Bloom and Wither — the Event Deck is half beneficial (Bloom) and half harmful (Wither). Wither cards remain in play on their target until resolved, discarded, or removed by an effect.
Rules changes and clarifications:
- Guard stacking capped — Guard values stack to a maximum of Guard 3; excess is lost.
- Tile resources trigger on reveal, not landing — landing on a hidden tile during Move Phase movement causes the reveal; effects that move without revealing grant no resource.
- Hidden tile replenishment — flipping an exhausted tile back to hidden replenishes its resource; the resource is gained when the tile is next revealed. Flipping back grants nothing by itself.
- Cost reductions stack — multiple cost-reduction effects combine; costs cannot go below 0.
- Equipment replacement — playing a Persistent card into full Relic Slots lets you replace an equipped card (discarded, effects end). No voluntary discards of equipped cards otherwise — only when replacing or when a card effect grants permission.
- Copy effects — a copy resolves the copied card's effect only; a copy card cannot copy another copy card.
- Damage pipeline clarifications — flat attack modifiers apply even when an effect replaces the attack roll; "damage you took" means damage after reductions; doubling effects double damage dealt, before the target's reductions.
Consistency fixes:
- Glossary Downed/Revive entries updated to match the v0.2 overhaul (no round timer; flat 5 HP revive)
- Campaign Tile references updated to the QR-code model (Campaign Deck was eliminated in v0.2)
- FAQ entries for empty deck and trading updated to reflect locked rules
- Retired "Shield" terminology removed from examples
- Duplicate glossary entry merged
v0.3 — TBD Tracker Closed
May 2026
All open questions from the alpha TBD tracker are now resolved. The rules are locked for alpha.
- Trade Action — Cut for alpha. Not a mechanic in v1. May be introduced in a future expansion.
- Ether cap — No cap. Ether can accumulate without limit.
- Mixed-ownership trigger ordering — Active Player's effects always resolve first. If it is your turn, your effects go first regardless of who controls the other effect. After active Player's effects resolve, others resolve in turn order.
v0.2 — Audit Pass
May 2026
Terminology updates:
- "Monster" renamed to Makri across all rules (derived from Makria, great spirit of taking away)
- Card types renamed: Single-Use → Burst, Permanent → Persistent, Temporary → Fading
- "Void Tile" renamed to Void Space (not a physical tile — an unpopulated map area)
- Campaign Deck eliminated — Campaign tiles now reveal a QR code linking to episode instructions
Rules changes:
- Downed system overhauled — removed 3-round revival timer
- Revive now returns Downed Player to flat 5 HP (no dice roll)
- Added urgency mechanic: discard 1 equipped Persistent card per turn while Downed, then discard from hand
- Makri cannot target Downed players
- Clarified that Ether and cards cannot be played or spent during Clean Up Phase
- Clarified self-targeting: units cannot target themselves unless card explicitly allows it
- Void Spaces now explicitly block Range (not just movement)
- Tile structure clarified: every terrain tile is double-sided — blank terrain face-up, resource face-down
- Effect movement clarified as distinct from Move Phase movement
- Empty deck is not a loss condition — you simply cannot draw until discard is reshuffled by an effect
- Makri Zone is a separate mat, not part of the character mat
- HP and Ether tracked directly on character mat (dry-erase for MVP, dials if manufacturing allows)
- PPC stand shapes finalized: Circle, Square, Triangle (3 per character)
- Monster AI — every Makri defines its own behavior via card text; no global default AI
Entity clarifications:
- Player definition updated to note future episodes may allow controlling multiple Characters or stand-in Characters
- Makri defined as umbrella term for all hostile entities (Consumed, Order, future enemies)
v0.1 — Initial Draft
February 3, 2026
- Established canonical purpose and scope of the Rules Codex
- Defined entity types: Player, Character, PPC, Monster, Controller
- Defined all zones and tracked values
- Locked core Character stats: HP, Movement, Attack, Range, Ether, Relic Slots
- Locked turn structure: Draw → Main Phase → Clean Up → PPC Turns
- Locked tile reveal and exhaustion model
- Locked combat engine: attacks always hit, damage reduction stacks, damage minimum is 0
- Defined mode overlays: Co-op, PVP, Campaign — including Downed/Revive/Dead system
- Established trigger philosophy and Golden Rules
- Opened unresolved rules tracker: empty deck resolution, trigger ordering, Trade action
Future entries will be added here as rules are updated, locked, or changed based on playtesting.