Player guide

How to play Recollect in your browser — start a match, read the board, and reach every move with a mouse, a finger, or the keyboard alone. The client draws the whole game on a canvas, and you play right on it: touch a card to lift it, the tiles it can reach light up, then tap or drag to act. For the rules themselves — scoring, combat, the Dusk — see Rules in brief; to jump straight in, the Play page.

A note on words. Spirits are banished from a Memory, never "killed" or "destroyed." Only the Solace unwrites, and only the Solace's register speaks of "forgetting." A Stray is a wild spirit the Memory surfaces. The match's final rounds are the Dusk, then Nightfall. The game uses this language; so does this guide.

Starting a match

Open the game from the Play page and you land on the picker, Choose your story. Up top sits an Opponent dropdown — Easy, Normal, Hard, or Expert — then three deck styles, each shown with its one-line voice ("All teeth…") and an at-a-glance read of the deck — its resonance lean, tempo, aggression, and body-vs-spell mix, plus a preview of the cards it opens with — so you choose on substance, not just flavour.

The picker — a difficulty dropdown, then three deck styles, then the online options.
Opponent: Normal ▾

Embertide — All teeth. Arrive loudly, chain hard…
14 spirits · 6 spellbook · opens: Cinderling, Tide-Caller, Hush…

The Long Watch — Hold ground, blunt every arrival…
16 spirits · 4 spellbook · opens: Wardstone, Hush…

Two ways in:

There's also Watch a 2v2 — spectate four AI players on the larger 6×6 board. However you start, every match runs the same rules and the same canvas, and you only ever see your own seat (you never see an opponent's hand or deck). See the Play page for the host / join forms.

The shape of the screen

The browser client draws the whole game on a canvas in the game's paper & ink palette — the board, the HUD, your hand, and every action you can take, set in a real serif type that matches the rest of the site. The layout is responsive: it reflows for phones, tablets, and desktops — the canvas scales to fit the viewport (staying sharp on high-DPI screens, re-fitting on resize or rotate), the controls are touch-sized for an easy tap, and nothing scrolls sideways or clips. On a wide screen the game sits as a centred, framed "table"; in portrait it stacks so you can play one-handed. Top to bottom, the canvas regions are:

The canvas regions, top to bottom — the opponent strip, the board, the HUD, your hand, and the two floating controls.

Your turn, in plain terms

A turn moves through three phases — Flow → Main → Fade — and then you end it. You rarely think about the names; the canvas folds them into the affordances. But here's the shape of it.

Flow — the turn opens

You draw a card and gain Anima (your income, which grows in the early rounds). If your hand is over its cap, a Release affordance sends one card to the bottom of your deck.

Main — the heart of it

No fixed action count — you act as far as your Anima reaches. Play cards, move your Mobile spirits, engage enemies in reach, evolve or recede, Glimpse, Reclaim. Each option appears only when it's legal.

Fade — the turn closes

At the end of the turn, a spirit of yours banished in combat that stood Faded through this Main — and that you saved by neither evolving nor receding — dissolves now, and the banisher's impression is laid.

In Main, here's the full range of what you can do — each surfaces as its own affordance the moment it's available:

Standing spirits never act on their own, but they still retaliate when struck and intercept through their reach. When you're done, press End Turn and play passes — nothing auto-ends. In a vs-AI match you then watch the bot take its turn, paced a beat at a time and captioned, and your affordances return when it's your word again. The match runs twelve rounds. The full income table, scoring, and Held Ground live in the rules.

Acting on the board

You play right on the canvas. There are two ways to make a move, and they do the same thing: pick up a spirit or a hand card, and its legal destinations light up green (an engageable target pulses brighter); then tap a glow, or drag onto it.

Your hand — real cards (cost · name · the A/D/HP stat block). The dotted card has a legal play; tap to lift it.
2 · Cinderling A3 / D1 / HP2 1 · Hush A0 / D0 / HP1 3 · Tide-Caller A2 / D2 / HP4
The two floating buttons, lower-right — End Turn (filled) and Glimpse (outlined). The only global controls.
Glimpse End Turn

A few things read straight off the board:

Overwriting onto a tile. Pick up a spirit and tap a tile an enemy holds (when it's a legal target, it lights up): you play onto it and resolve one exchange — win and your spirit takes the tile, lose and it dissolves. You can also Overwrite onto a Stray (a wild spirit the Memory surfaces): a revealed Stray is fought the same way, while a hidden one — a veiled spirit you can't yet see by name — is denied entry: it slips away with no impression and no reveal, and your spirit simply takes the cleared tile. The full rules live in the rules.

Evolve & recede

Evolution is a card you play. A Primal or Fabled form sits in your deck and is drawn to hand like any spirit (it wears a green chevron in your hand). To evolve, pick up the form card and tap the matching base it can land on — a Primal onto one of your Fading bases (the last-round rescue), a Fabled onto a healthy base the turn after it arrived. You can't evolve a base you hold no form card for.

Devolution is the mirror — also a card you play. When a form of yours is banished in combat it stands Faded for a turn (the amber rescue glow). To recede it — the rescue — pick up a base card from your hand and tap that Faded form: it steps back a tier to the base, restored to full, and wears a downward amber chevron to tell it apart from evolve's upward green one. Because it can recede and then climb again, a spirit can evolve↔devolve cycle for as long as you hold the forms and bases to feed it. (You revert as a Lorekeeper, recede as the Solace — the same move, your faction's word.)

Throughlines — lining your spirits up. Get three or more of your spirits sharing one Imprint into a connected, side-by-side run and a Throughline completes: the spirit that closes it gains +10 Attack / +10 Defense and a full heal. The board threads the line and the announcement calls it. The buff is once per spirit — but the becoming cycle can reset it: fading, evolving to a Primal, and devolving all hand the spirit a clean slate to earn it again, while evolving to a Fabled keeps it locked. The short version: Fabled keeps; everything else resets. And because devolving is an arrival, a base that recedes straight into a standing line re-completes the Throughline on the spot. The full account is in the rules.

The Dusk & Nightfall

The board is a fading Memory, and it closes from the edges in. Both moments arrive as animated set-pieces over the board (near-instant if your system prefers reduced motion — the announcement always lands).

Controls — mouse, touch, and keyboard

Every move is reachable three ways. On the board, pick up a spirit or a hand card and its legal destinations light up green (an engageable target pulses brighter); then tap a glow or drag onto it. For screen-reader and keyboard play, the actions tree mirrors every affordance as a labeled button — select, then choose a highlighted target, and the move is made.

Every action, three ways to reach it.
You want to…MouseTouchKeyboard
Move a spirit on the board Click the spirit, then a glowing tile — or drag it there Tap the spirit, then a glowing tile — or drag it Tab to the board, ↑↓←→ to the spirit, Enter, then to a glow, Enter
Play or overwrite with a hand card Click the card (it lifts), then a glowing tile — or drag it Tap the card, then a glowing tile — or drag it In the actions list: focus the card, Enter; focus a tile, Enter
Evolve (play a form card onto its base) Click the form card, then the glowing base Tap the form card, then the base In the actions list: focus the form card, Enter; focus the base, Enter
Recede / devolve (play a base card onto a standing-Faded form) Click the base card, then the glowing amber-lit faded form Tap the base card, then the faded form In the actions list: focus the base card, Enter; focus the faded form, Enter
End the turn / Glimpse Click End Turn / Glimpse on the canvas Tap it Tab to it in the actions list, then Enter
Inspect a card or piece Hover it (a panel floats beside it) Long-press it Focus its button in the actions list (the panel + readout update)
Cancel a pick-up Click the piece again, or empty canvas Tap again, or empty canvas Esc (on the board), or re-activate the same button
Start a new match Click New game Tap New game Tab to it, then Enter or Space

The details that matter:

▶ Play now The rules See the cards