Rules in brief

Enough to start a match. The finer points you'll pick up at the board.

The goal

When the Memory closes, the storyteller with the higher Score wins. You score for the spirits left standing on the board and for the Impressions you hold. It is a contest of presence — you win by what you keep on the board, not only by what you take off it.

Your turn

A turn runs Flow → Main → Fade. In Flow your income arrives and you draw; Main is where you act (as far as your Anima reaches — there's no fixed action count); and the Fade comes at the end, where a spirit you couldn't save dissolves and a Parting fires as it leaves. In Main you can:

Combat & Impressions

Spirits have reach, attack, and defense; engagements resolve as momentum exchanges, and a defender may intercept. A defeated spirit is banished — returned to the board, never destroyed — and the banisher leaves its Impression on that ground.

Overwrite. You can also play a spirit from your hand onto a tile an enemy holds — siege as arrival. The target must be face-up and within your reach; you pay full cost and resolve one exchange against it. Win and your spirit takes the tile (your Impression beneath it); lose and your spirit dissolves, leaving no Impression, though the damage you dealt stays. You may never Overwrite your own side.

Throughlines

Line up three or more of your spirits sharing one Imprint in a connected, side-by-side run and a Throughline completes: the spirit that closes it gains +10 Attack / +10 Defense and a full heal, and any "on Throughline complete" riders fire. The reward is once per spirit — a body that has earned it won't earn it again … unless its story turns over:

So the rule of thumb is simple: Fabled keeps; everything else (fading, Primal, devolving) resets.

Becoming & receding

A spirit can become more than it was — and, in a pinch, step back to what it was. Both are cards you play in Main.

Because a spirit can recede and then climb again, the two make a cycle: base → form → (banished, Faded) → recede to base → form once more — for as long as you hold the forms and bases to feed it. The Lorekeepers call the stepping-down a revert; the Solace call it a recede.

Strays & the wild

Now and then the Memory stirs and a Stray — a wild spirit — surfaces on an inner tile, scoring for no one until someone claims it. You can befriend it (it joins you, and your collection, for good) or banish it like any spirit. Some Strays surface in the open; a Wary one surfaces veiled — present, but not yet shown by name.

A Stray stands on a real tile, so an Overwrite reaches it — but what happens depends on whether you can see it:

The Dusk

The board is a fading Memory, and it closes from the edges in. The Dusk falls late in the game and the empty rim goes dark; Nightfall ends it. What still stands when the Memory closes is what you keep. (The Dusk is its own moment, not the turn-end Fade — it sweeps the empty rim all at once.)

The two readings

The Lorekeepers fight to keep the memory written. The Solace unwrite it: they take a spirit off the board gently, leave no Impression, and deny the keeper their proof.

The two even become differently. Where a Lorekeeper spirit ascends toward legend — a Primal, then perhaps a Fabled — an Unwritten deepens: its forms (the Solace Deepenings) are Primal only, never Fabled, the erasure sharpening rather than rising. Some Solace bases even offer a choice of temperament — a gentle deepening or a malign one (a kinder erasure, or a crueler) — two Primals from the one base, and you pick which the moment calls for.

Play now See the cards