Legacy of the Oath

Three fronts. One deck can't hold them all.

A tactical deckbuilder where you wage war on three fronts at once — and the Shadow across from you learns how you play.

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You're not climbing a tower of cards. You command a campaign across three asymmetric fronts you can't hold all at once. Every position you give up comes back to haunt the next battle, and the enemy doesn't wait — it telegraphs its plans and presses exactly where you're winning.

Three fronts, not one track

War wants strength. Influence wants cunning. The Expedition wants nerve. Choose what to give up — and pay for it later.

Morale isn't a bar, it's a decision

Every reaction to the Shadow's Intent costs the same scarce resource. Defend, or prepare your own push?

The Shadow watches and reacts

It counters your lead, presses where you're winning, and changes its plan in answer to yours. Not a pile of enemies — pressure.

Break your Oath — the finale remembers

Breaking saves the battle today; the Scar strengthens the last enemy. Each run writes its own chronicle.

Three factions, three styles

Kingdoms hold the line by force, the Forest Pact plays the Expedition and the mist, the Mountain Clans forge Runes. Different deck, different plan.

The world remembers between runs

Your Legacy carries renown and scars from one run to the next — every campaign leaves its mark on the one that follows.

A glimpse of the tension

Full battle screen: three fronts at once — War, Influence and Expedition — plus the Chronicle and Threat tracks.
Three fronts at once — War, Influence, Expedition. Each plays by its own logic.
Expedition front: a progress chain near a threshold, with Risk and the Curse test visible.
The Expedition isn't about power, it's a gamble. Push deeper and risk the Curse — or withdraw with your prize.
Influence front: a telegraphed Shadow Intent and the reaction menu paid with Morale.
The Shadow telegraphs an Intent. You answer with Morale — a scarce resource that never covers everything.
Chronicle screen: the Chronicler's literary entry and the facts of a finished run.
Each run is sealed by the Chronicler. Broken Oaths and Scars stay in the record.