Play as a team without discussing cards or moves. The goal is to finish with as few cards in hand as possible.
For two, three, or four players, use cards 2–8, 2–10, or 2–13 in each color. Deal six, six, or five cards per player. Reveal one Oracle card per player. Starting with the first player, pass one card clockwise; each recipient sees their card before choosing what to pass.
Play a card higher than the last card of its color (each row starts at 1). If it skips a number, its light effect is optional. If it follows directly and is not your last card, its dark effect is mandatory. Pass only when you cannot play one of your own cards. Empty-handed players with no exposed cards available to play pass automatically. When everyone passes in succession, count the cards remaining in the players’ hands.
Use at most one lit shrine at the start or end of a turn in which you play. A small shrine grants its color’s light effect; the great shrine grants a light effect of your choice. Used shrines stay unlit. The Tavern variant opens after three dark effects and allows one of its listed statements. It then closes until three more dark effects occur. Difficulty options may start some shrines unlit.
Play solo is a manual seat-switching table without computer players. Spectators see public information only. Hold a card to play it, or press Enter and confirm with the keyboard. Hover or focus on your hand cards to compare the light and dark effects, with the next effect highlighted. Exposed cards appear beside their owners.
Game design by César Gómez Bernadino. Generic symbols and their licenses are listed in asset credits.