The approachable, evening-length entry point. A tense, asymmetric two-player duel of Light versus Shadow that teaches the full five-action core loop without the army-battle layer. Designed to be learnable in one sitting.
How a game flows
1
Chapter 1
Draw 4 cards; alternate play-a-card / take-an-action. Two missions revealed.
2
Chapter 2
Draw 5 cards; the Pattern and map tighten.
3
Chapter 3
Draw 6 cards; the final push.
4
Final scoring
Tally VP across five categories; Shadow wins ties.