August 14, 2026 webapp
- The game log reads as turns.
Every step line now opens with its turn (
T3 DRAFT) and no
longer repeats whose turn it is. Resolution lines
("Ada's Banana resolved") joined the auto-pass lines behind Verbose
Game Logs in Customize View — what a card actually did is still logged
on its own line.
August 13, 2026 webapp
- The webapp no longer includes background music.
The music player, its controls, and its ten tracks are removed. Sound
effects remain available under Customize View.
August 13, 2026 webapp
- Your activity now stays with you.
The new Activity page keeps game totals and achievement progress in
this browser. It stores no move details and sends no activity record
to the server. Open Activity from the Menu to see your progress.
August 13, 2026 rules v45
- Friend abilities can go off before the Draft and before you play cards.
A Friend's tap or discard ability now has two more windows to fire in:
one just before the Draft step, and one just before the Play Cards
step, on top of the windows it already had during Play Cards and at end
of turn. This restores the printed timing — Career Adviser can again
replace a draft-row card before anyone picks. Playing cards from your
hand is unchanged: you still cast only during the Play Cards step. You
will only stop in the new windows when you hold an ability worth playing
there; otherwise the game passes through them for you.
August 13, 2026 interface
- Customize View can change the app font size.
New − and + controls change the text from 80% to 200%, button labels
included. The browser remembers the selection and applies it to each
app page.
August 11, 2026 rules v44
- Take back now really takes you back.
Undoing an end-of-turn pick used to hand the menu back in a different
order than the one you started from — undo everything and the list
read exactly backwards. Now each Take back returns the undone trigger
to the place in the menu where it started, so undoing your picks lands
you where you began.
August 11, 2026 rules v43
- The same for your Spirits at the start of the turn.
When two of your Spirit abilities want to go off together, you already
pick which happens first. Now those picks show up in the Stack box as
you make them, so the rest of the table can follow along, and Take back
undoes one if you misclick. Nothing about the timing changes: you still
set the whole order before any of it happens, and abilities whose order
could not matter are still never asked about.
August 11, 2026 rules v42
- Everyone can see the end-of-turn order as you build it.
Each click now announces one trigger straight away, into the Stack box,
where the whole table can see it. There is no separate confirm step:
press Done when the order is the one you want. Changed your mind? Take
back puts the last one back on the menu, and you get one take-back for
each trigger you have this turn. Because the order is part of the game
rather than part of your browser, it survives a refresh or a
reconnect — you come back to the order you were building.
August 11, 2026 rules v41
- End-of-turn triggers now go on the Stack.
Once you confirm your order, each item goes onto the Stack and
resolves from there, one at a time, in the order you chose — the same
place a card you play goes. Nothing about what happens changes, and
for most turns you will not notice: they resolve immediately. You will
see them if one of them asks you a question, because the rest of your
order sits on the Stack, in order, while you answer. Building the
order is still private to your own screen until you confirm.
August 10, 2026 rules v40
- End of turn asks once, and you set the order.
When several things happen at the end of your turn — a Sad Memory
leaving your hand, a card trashing itself, upkeep coming due — the
game used to ask about them one at a time, and the questions did not
all look alike. Which ones you saw, and how many, depended on which
one you clicked first. Now there is a single question. Click them in
the order you want them to happen, then confirm; the order you build
is shown in the Stack box as you build it, and nothing happens until
you confirm. Nothing is ever skipped, and you can clear the order and
start again. Paying a Cat to come back to your hand is the one
optional item: leave it out of the order to decline it.
August 10, 2026 rules v39
- You now choose the order your Spirits act in.
When two different Spirit abilities wake up at the same time, the game
used to run them in the order the cards happened to reach the table.
Now it asks you. You set the whole order first, and only then does any
of it happen — so the choice is made without seeing how it turns out.
Several copies of the same ability are not asked about, since
there is nothing to decide, and neither are the ones that simply hand
you Effort. If only one kind of Spirit ability is waiting, nothing has
changed and you are not interrupted.
August 10, 2026 rules v38
- A discard menu now follows your hand.
When two cards each ask you to discard, the menus used to be two
photographs of your hand taken at the same moment. Discarding a card
through one left it sitting on the other, and clicking it there did
nothing. Each menu is now read from your hand as it is, so a card you
have already discarded is simply not on it. If a menu runs out of
cards entirely, it closes instead of leaving you an empty box —
unless it offers "done", which is still yours to click.
August 10, 2026 rules v37
- A choice that takes several picks now finishes
before anything else is put to you. "Discard any number of
cards" is one decision, asked one card at a time. If another card had
also asked you something that turn — a second Ghost, a free draft —
the game used to cut in between your picks and come back to the
discard later. Your picks now stay together, and the other question
waits its turn. Nothing about what you can pick has changed, only
when you are asked.
August 9, 2026 setup
- Base co-op goals now scale with the table.
New base cooperative games target 25 Happiness per player. Solitaire,
expanded games, custom targets, and versus games are unchanged.
August 9, 2026 rules v36
- The draft row stays put during the Draft
phase. Yesterday's change replaced the row the moment anyone
took a Staple, which changed the row out from under the players who
had not drafted yet. The row now belongs to the whole table for the
phase: every player drafts from the same row, and taking a Staple
leaves it standing. As before, if nobody takes a card from the row,
the row is replaced when the Draft phase ends.
- Outside the Draft phase, a Staple pick still
replaces the row. A card that offers a draft during the Play
phase — Train, Study, Recognize — replaces the row the moment its
Staple pick lands, and a second pick from the same card sees the
fresh row. Second Sunrise's re-run draft works the same way, as it
has since July.
August 8, 2026 rules v35
- Drafting a Staple changes out the draft row, right
away. A player who takes a Staple from a draft menu has passed
on what the row offered, so the whole row is replaced the moment that
pick lands — in any phase, not at the end of the Draft step. The next
player to draft sees the fresh row. Another Staple pick after that
changes the fresh row out again. Before this, any single draft from
the row kept the row in place for the next turn.
- Cards that hand out Staples directly do not touch
the row. Monkeying Around's two Bananas and Multitask's
Staples mode never offer the row, so they never replace it. Second
Sunrise's re-run draft already replaced the row this way; that rule
now applies to every draft menu.
August 6, 2026 rules v34
- Routine end-of-turn moves use one confirmation.
When all waiting triggers are required zone moves, one prompt lists
every affected card. The game resolves them in a fixed order after
the player confirms the complete list. Separate ordering prompts
remain when the choice matters.
- Multitask asks for both modes before either one
resolves. The second pick no longer reveals the result of the
first pick. The modes then resolve in the selected order.
- Automatic passes explain themselves in replay
logs. Each synthesized pass records its game step and reason.
August 3, 2026 rules v33
- Card effects now follow their current text.
A full audit compared all five card files with the engine. It corrected
Consumables, free-play effects, discard hooks, Teacher scoring, hidden
information, end-of-turn effects, and required choices.
August 3, 2026 setup
- Euphoria now requires Camaraderie.
Euphoria is an add-on to the Camaraderie set, so new games cannot
enable Euphoria by itself. This is a setup constraint, not a rules
change; existing sessions and historical replays remain playable.
August 3, 2026 rules v32
- Draft-row size now follows the card set.
Base games use three cards, Camaraderie games use four, and Euphoria
games use five. Games with both sets also use five.
August 2, 2026 setup
- Base games have shorter default goals.
New base solitaire uses a 25-Happiness target; base co-op uses 25
Happiness per player. Both use 10 turns. Turning on either expansion
keeps 45 Happiness per seat and 15 turns. Custom values and versus
games are unchanged.
August 2, 2026 rules v31
- Six versus cards were rebalanced.
Delight in Mischief, Bad Influence, and Hypnotic Kaleidoscope now
make opponents discard at end of turn; Lively Kitten and Cat Bus
have stronger return-play loops at higher costs; and The Biggest
Slice replaces Fool's Fruit in Euphoria, while Fool's Fruit stays in
the miscellaneous set.
August 1, 2026 rules v30
- Turn-limit games now stop before an unusable extra draw.
Cooperative and solitaire games end during Cleanup on their final
allowed turn, instead of advancing once more and dealing a hand that
can no longer be played.
July 28, 2026 rules v29
- Draft-row replacements now happen all at once.
For Peruse, Window Shopping, Browse, and Catalogue, select every slot
you want to replace and confirm the set. All chosen old cards leave
before the row refills from left to right, so a newly dealt card can
no longer be replaced again by the same effect.
July 27, 2026 rules v28
- Camaraderie is now its own optional card set.
Base is a smaller rules foundation, while Camaraderie adds the
Friends, Consumables, and matching supply piles. It can be enabled
independently from Euphoria; only Euphoria widens the draft row.
- Camaraderie cards now read as printed.
Each player makes their own Spread Rumors and Minimalist choice;
Apple refreshes and scores Teachers in play; the Cats have their new
costs, returns, and triggers; and Curious Cat joins the set. Three
retired cards remain available only to historical replays.
July 25, 2026 rules v27
- A co-op choice no longer pauses the whole table.
Only the player shown a choice must answer before taking another game
action or changing their Done mark. Every other teammate — including
the player whose card created the choice — may keep acting, and their
new work may resolve while the choice remains open. The game still
holds older suspended work and the current phase behind that choice.
Versus, solitaire, and games from older co-op rules eras keep the
table-wide pause.
July 24, 2026 co-op
- The pass button is a Done toggle. In a
cooperative game with more than one player, pressing Done
says you want nothing further from this phase, and the game passes
your windows for you from then on — however full your hand is,
whatever you can still afford. A pass used to mean that only until
the next thing a teammate did: any action starts the round of
passes over, so the game came back and asked you again, and again.
Press it a second time and the Done comes off, along with the
passes it made for you — the phase cannot end until you have
passed again, so the table really does wait for you. Playing a
card, using an ability, drafting or buying takes your Done back
too, since the phase would otherwise close on the card you just
played, before you got to play the next one. Press Done again when
you are finished. Nothing a teammate does takes yours back, which
is the point of it.
A Done covers the phase you were in when you pressed it and
nothing more: every new phase asks again, and being done with this
turn's Play phase says nothing about the next turn's. It never
skips a compulsory draft — the window still rests on you until you
draft — and it never answers a prompt, because a choice a card
puts to you is a decision, not an opportunity to act. Players who
are done are marked ✓ in the status column and drop out of the
waiting line.
Solitaire keeps its Pass button: with one player there is
nobody to wait for. Versus games are unchanged, where a pass is
already the only "done" there is.
July 24, 2026 bots
- Bots that wait for you. Every bot now
has a passive version — pick converter-passive for a seat
where you would have picked converter, on the Create Game
screen. A passive bot never opens a phase: it sits until every
human at the table is done with that phase, then takes its whole
turn at once and passes on. The ordinary bots are unchanged and still act
the moment the table lets them, which in co-op is often before you
have finished reading the board. A sitting bot is marked
(waits) in the waiting line, so a quiet table reads as the
bot waiting for you rather than the game stuck on it. In versus
there are no teammates to wait for, so a passive bot there plays
exactly like its ordinary twin. Quick Create Game still seats an
ordinary bot — its whole point is a game that starts straight
away.
July 22, 2026 co-op
- In co-op, it says YOUR MOVE when it is.
Co-op already lets any player act whenever the board is quiet. The
status line now agrees: it reads YOUR MOVE for any teammate
who has something to do, not only for whoever formally holds priority.
A teammate with nothing to do still reads "waiting". During drafting,
every teammate who still owes their compulsory draft is highlighted,
not just one. Nothing about the rules changed — the whole co-op table
is now modelled as a single team that holds priority together, which
is what "take your steps simultaneously" always meant.
July 22, 2026 interface
- The waiting line names who the table is
waiting on. When play is waiting on somebody, the status
line says who by name — the players who owe an answer while a
prompt is open, and otherwise the teammates who have not passed
yet, with you for yourself. It used to name whoever
formally held priority, which in co-op is rarely the player
everybody is actually waiting for.
July 22, 2026 rules v26
- The Motivator's happiness is a star. Like
every other conditional Teacher, The Motivator scores only its rider —
1 Happiness for each Teacher you have in play — with no flat point on
top. Each copy in play now scores one less than it used to. (The same
correction Librarian got in v20.)
July 22, 2026 rules v25
- Cramming All Night drafts, then draws. Its
two drafts happen first and the three draws follow, so on a thin deck
the cards you draft can be among the cards you draw. The draws used to
go first and find nothing there. Same ordering fix Rain Check got in
v22.
July 21, 2026 rules v24
- A versus draft cannot be deferred. In a
competitive game, a player who still owes their draft can no longer
pass while anything is draftable — you must draft rather than hand the
window to another seat. Co-op and solitaire are unchanged: there you
may still defer with a pass ("you first") until you are the last one
owing your draft.
July 21, 2026 rules v23
- Five Teachers score only while they are in
play. Career Adviser, Principal, The Philosopher, Fine Arts
Teacher and The Minimalist each pay out their end-game Happiness only
if that same Teacher is still in play when the game ends — before,
having any Teacher in play was enough. (The Euphoria Teachers are
unchanged: their text always asked for a Teacher, not for
themselves.)
- Three of them count differently. Fine Arts
Teacher gives 1 Happiness for every three Rewards you have, up from
every four. Principal gives 2 for each Teacher you have in play, where
it used to count every Teacher you owned in any zone. The Minimalist
is 7 Happiness minus 1 for every five cards you have, and never drops
below 0.
- Hungry Cat reveals three cards. It reveals
the top three cards of your deck, up from two.
- Three Friends cost 1 less energy. Wise Cat
and Career Adviser now cost 2, and Principal costs 4.
July 21, 2026 rules v22
- A versus game ends on the supply as the turn
ends. Emptying a pile no longer settles the game the moment
it happens: if the pile is filled again before the turn is over, play
continues. Rain Checks come back at cleanup, some effects return Sad
Memories, and the draft deck rebuilds from its side pile — any of
those can now answer a pile running dry. Draining a pile is still a
real threat, but it is a threat somebody can respond to rather than
a decision that has already been made.
- Rain Check drafts, then draws. The draft
happens first, so with an empty deck and discard the card you draft
is the card you draw. The draw used to go first and find nothing.
With nothing to draft, you still draw.
- Integrate can draft. "Gain a card with
happiness equal to the total trashed" cannot be paid out of the
Rewards at zero, so a total of 0 now drafts instead. That is the
total you have when you trash nothing at all — which is always
allowed, and which used to do nothing.
- Coffee Thief taxes from the beginning of the
turn. It now reads "at the beginning of the turn, Actions
other players play this turn cost [1] more" and applies as a
trigger, not as a running effect. A Thief that arrives partway
through a turn taxes nobody until the next one, and a Thief that
leaves has already done its work for the turn. Spirit Lord doubles
it, as it does any beginning-of-turn ability.
July 21, 2026 rules v21
- Card text prints its own symbols. The
activation cost on nineteen cards was set as a bare letter "T"; it
now shows the rotation symbol the printed cards use. "1 [E]" on Warm
Up, Spirit Lord and Push to the Limit now reads as the numeral and
the energy bolt, instead of a chip symbol that appears on no real
card. And a word immediately after an inline symbol no longer butts
against it — "[d1]your other Robots" on Nano and seventeen others.
Forty-two card images were rebuilt to match. Nothing about how any
card plays changed: this is what the cards say, not what they
do.
July 21, 2026 rules v20
- Splash! is not a choice. Water Bottle
and Hydroid print "Splash!" over a tribe table and name no target,
so every Friend you have in play now takes its own tribe's line at
once — Cats return to hand, Spirits reduce upkeep by 1, Robots gain
a counter, Teachers refresh. You used to be asked to pick one
Friend.
With a single Friend out, the only difference is that the question
no longer appears. The board is read as it stood when the Splash
began, so a Cat that pulls Friends in or out as it returns does not
change who is splashed.
- Diversify's cheaper half can draft.
"Gain a card costing 1 less [F] than it" off a 1 [F] card asks for a
0 [F] card — and since only the Rewards carry an effort cost, that
clause had been silently gaining nothing. It now opens the full
draft menu, which is what a 0 [F] card is.
- Librarian's happiness is a star. Like
every other conditional Teacher, Librarian scores only its rider.
Each copy had been scoring a base point on top of it.
July 21, 2026 interface
- Deep Thinking shows the card you are deciding
about. Its two options are "draw" and "discard", which name
nothing, so you were choosing blind. The prompt title now carries
the revealed card as a chip — hover it to re-read the card while you
decide.
July 20, 2026 rules v19
- The Euphoria draft row is five cards wide.
With the expansion on, every shop row is five: the Draft Pool joins
the Staples and both Rewards rows. It works like the four-slot row
in every respect — a stale row still changes out completely, now
five for five — and the versus game's supply-exhaustion warning
arms one card sooner, since restocking five needs five.
July 20, 2026 rules v18
- The Euphoria expansion is now a choice.
A new checkbox on the Create Game screen. Ticking it adds Bright
Moment to the Staples row and Charcuterie Board and Time of Your
Life to the Rewards rows. Left unticked — the default — the shop is
the base game's, and Bright Moment is not in the game at all.
Euphoria's draft cards stay separate, picked individually in the
Card Pool box, so you can take either without the other.
- The supply rows have a fixed layout.
Staples read Banana, Water Bottle, Rain Check, Sad Memory. Rewards
are Food for Thought, Box of Sweets, Too Much Food, A Good Time on
the first row and Fortune Cookie, Blueberry Pie, Hard Earned Favor,
Happy Memory on the second, with each Euphoria pile at its row's
end.
July 20, 2026 rules v17
- Freewheel and Window Shopping do something.
Both arrived with the new card data and, until now, did nothing but
add their happiness. Freewheel plays another card from your hand
for free — any card you could normally play, not just an Action.
Window Shopping lets you replace any number of cards in the draft
row and then draft two.
- Playing a card for free is still playing it.
A card played by Freewheel, Kendo Instructor, Foreshadow or
Hotheaded Bengal now sets off "whenever you play another Action
this turn" — Hyperactive Rush and Adrenaline Rush both used to sit
out those plays.
July 20, 2026 rules v15–v16
- The Euphoria set. A new card set, opt-in
from the Card Pool picker at setup. It brings seven new cards —
Bright Moment, Charcuterie Board, Push to the Limit, Regurgitate,
Slacking Off, Spirit Medium and Time of Your Life — alongside many
familiar ones that now live in Euphoria rather than the base set.
- The shop is bigger. Euphoria adds a
fifth Staple pile (Bright Moment) and two more Rewards
(Charcuterie Board, Time of Your Life), so the Staples row and both
Rewards rows are now five wide. The Draft Pool row is unchanged at
four slots.
- Six cards were rewritten. Bad Influence
now makes each other player discard their whole hand, immediately,
instead of trimming them to four at end of turn. Cleaning Up After
Others now trashes from each player's discard pile rather than from
play. Counselling now returns a Sad Memory to the supply instead of
trashing it. Hypnotic Kaleidoscope now hits each other
player and can be used any time you could act. The Minimalist can
likewise be used any time. Career Adviser can no longer be used
during the Draft step.
- Three cards were withdrawn — Foretell,
Mystic Fey and Search the Pantry are no longer available. Spirit
Medium carries Mystic Fey's ability forward.
- Balance. How many copies of a card are
in the draft deck changed for twelve of them, and a few cards moved
between "any mode" and "Versus only".
July 20, 2026 rules v14
- The Memory Rewards are Memories.
Happy Memory and A Good Time are Memory cards, so every card that
says Memory or non-Memory now treats them as such.
They no longer help fill a non-Memory quota (Revise's four,
Concentrate's seven), they are no longer legal picks for non-Memory
trashing (Librarian, Erase, Fine Arts Teacher), Introspect can
choose them — and, as their own card text has always said, they now
discard themselves from your hand at the end of the turn.
- Apple does something. "Refresh a Teacher
you have" is now implemented: playing an Apple un-taps one of your
exhausted Teachers, so an ability you already spent this turn — a
Fine Arts Teacher's trash, say — can be used again. With no
exhausted Teacher in play, the Apple simply does nothing.
July 20, 2026 rules v13
- Second Sunrise changes out the Draft Pool row
when its draft takes a staple. The rewound Draft phase now
keeps its own stale-row bookkeeping: if you draft a staple during
the Second Sunrise draft, the row went untouched, so all four cards
move to the side pile and four fresh ones are dealt. Drafting from
the row leaves the rest of the row standing, as usual.
July 20, 2026 interface
- Undo and Redo, in debug games. Two
buttons beside the turn counter in your play area, on the board of
any game created in debug mode — versus included. Undo takes back
the last move made at the table — yours or a bot's, one move per
press — and Redo puts it back. The game rewinds for everyone, not
just for you.
Make any new move after undoing and the moves you took back are
gone for good: the game now follows a different path, so there is
nothing left to redo. Rewinds survive a restart; the redo list does
not.
An ordinary game has no such buttons. A game's record is what
happened in it, and a move taken back after seeing what it turned up
would make it a record of what someone settled for instead. A debug
game is already marked as a board that was reached into, which is
what makes rewinding it honest.
- Debug mode. A new checkbox on the Create
Game screen, for when you want to look at a particular board rather
than play your way to one. A debug game hides nothing — every
player's hand, discard and deck order is visible to everyone, the
draft deck included — and a Debug box at the foot of the board lets
you move any card anywhere: between hands, decks, discards, play
areas and shop piles, in any seat, at any moment, even while
somebody else is thinking. You can also conjure a card by name, one
the game's card pool never had.
Click Edit cards first: while it is on, clicking a card
picks it up instead of playing it, so a draft can never happen by
accident. Moving a card is just a move — a Friend placed in play
does not set off its entrance ability, because nothing played it.
The Debug box behaves like every other box on the board: while
a debug game is open, Customize View can hide it, move it up and
down the column, and give the cards it reveals their own display
mode. In an ordinary game it is not there, and neither are its rows.
The game is otherwise completely ordinary: it is scored, saved
and replayable like any other, and it is marked as a debug game on
the board and across its results, so its numbers are never mistaken
for a clean game's.
- The Euphoria expansion is one switch.
The checkbox on the Create Game screen now decides whether you play
with the Euphoria set at all — its three supply piles and its draft
cards together. Ticking it puts the set in; unticking it takes the
set out. It used to buy only the supply piles while the draft cards
were picked separately below, which meant a card pool could name
expansion cards for a game whose shop had none.
Your picks within the set are kept: exclude a few Euphoria
cards, turn the expansion off and on again, and they come back
excluded. While it is off, the Euphoria cards show dashed and
dimmed, still marked with what you had in and out.
- Shared card-pool links arrive whole. The
link the Card Pool box builds separated card names with commas, so
any pool holding Lights, Camera, ... — a name with two
commas of its own — reached the other end a card short. Names are
now separated with a vertical bar, and the link carries the Euphoria
switch as well as the names, so a pool shared with the expansion on
opens with it on rather than losing every Euphoria card in it. Links
you shared under the old format still open.
- A new bot: the Monkey. Pick it for any
seat on the Create Game screen. It plays one idea and plays it
hard — draft everything, and keep enough Bananas coming to pay for
it. While its deck can afford itself it drafts down a fixed list,
Monkeying Around first and Research last; the moment it cannot, it
drafts nothing but Bananas until it can again. In play it feeds
Ghost of Christmas Past's upkeep before anything else, then works
down the same list.
- Deck net energy on the results page. A
new chart, and a column in the turn table: the [E] your cards
produce less the [E] they cost to play, less the upkeep of the
Spirits you have out. Above the line your deck can play itself;
below it, you are holding cards you cannot afford. It reads the
cards in hand, deck and discard — the ones still to be played — so
it is a shape-of-deck number, not a running total of your pool.
- Create Game remembers your last setup.
Creating a game stores its settings in this browser — mode, players,
seat names and roles, max turns, the Euphoria checkbox and your card
pool for each mode — and the next Create Game screen opens on them.
The seed is not remembered, so every game is still a fresh deal
unless you type one. Reset to Mode Default forgets the lot.
- The Card Pool picker toggles a set at a time.
Each section — Base, Coop-only, Versus-only, Euphoria, Misc — carries
its own all and none, so you can take the whole
Euphoria set or drop the whole base set without clicking through the
cards. Include All and Exclude All still cover everything at once.
- Exhausted piles leave a ghost. When a
Rewards or Staples pile runs out, its slot stays in the row as a
faded placeholder marked ×0 (out), so you can see at a
glance which pile is gone instead of the row silently getting
shorter. The Draft Pool row is unchanged — its slots refill rather
than run out.
- Three new charts on the results page.
Net Energy generated per turn, average Energy per card played, and
cards in play at the end of each turn — each per player and as a
table total.
July 19, 2026
- Simultaneous play in co-op and solo. Any
player can act whenever the board is quiet — no stack, no pending
choice — instead of waiting for a formal turn to act. Passing still
means "done with this step". Versus games are unchanged: strict
priority order throughout.
- Fixed: a resolved Hard Earned Favor could block simultaneous play
until its granted Effort was spent.
July 18, 2026
- Replay mode shows the whole game log with future lines dimmed, and
timestamps seek straight to that moment.
July 16, 2026
- Card art. The Menu's "Cards:" item cycles
chips between text, art, and full card images.
- Scrubbing through a replay no longer re-derives the game on every
click.
July 15, 2026 rules v10–v12
- Drafting is compulsory. The Draft step
cannot end while a player still owes their draft and anything is
draftable. You may still defer by passing until you are the last one
owing.
- Cleanup keeps your unplayed hand cards.
Only cards in play are discarded at end of turn. Memories still
discard themselves from hand — that is their own trigger.
- Plain "draft" on a card now offers the full menu: draft row and
staple tops. Effects that restrict the pool stay restricted.
- Second Sunrise re-runs your turn's phases
— Beginning, Draw, and Draft — while everyone else waits in the Play
phase; you all leave the step together.
- Older games stay viewable and replayable at their own rules
version.
July 14, 2026
- Input queue. Submit an action at any
time; if it is not playable yet, the server parks it and plays it
when your window arrives. Queued entries show under the Stack and
can be cancelled.
July 11, 2026 rules v8
- Up to four players in co-op and versus.
Staple and reward piles scale per player, as the printed setup
intends.