
Tutorial voice & pacing
- One voice, one role. While Tully is coaching, nothing else speaks with his voice — the few announcer calls that play during the tutorial come from a different announcer until coaching ends.
- Advancing a tutorial step now waits a beat before the voice line starts. Clicking through quickly no longer piles lines on top of each other — only the step you land on speaks.
- Sound effects no longer cut off a voice line in progress; the line finishes first.
- The ten longest tutorial lines were re-recorded at roughly half their length. Same lessons, less lecture.
- Turning the coach off is now a full stop: no queued tutorial voice plays afterwards.
Honest combat information
- The block-phase death forecast now accounts for shields. A shielded unit that would survive no longer shows DIES — shields absorb before HP, exactly like resolution.
- Stun now says exactly what it does, everywhere it appears: cannot attack, block, or use activated abilities, and Guild Coins are locked. The codex, tooltips, and card badges all agreed to agree.
- Fatigue text answers the "-1 ATK?!" question: stats can go negative, but an attack below 0 deals 0 damage — it never heals the target.
- Abilities whose cost escalates per use (+3 per use this turn) now show the live price even while you can't afford it or it's not your turn — no more printed 3 when the next activation costs 6.
- Bards instrument abilities now spell out all three branches in the rules text — no more "resolves the branch matching the instrument" with no hint of what each instrument actually does.
Fortress HP
- Fixed health bars reading like a typo ("14 / 8"). Fortress max HP now follows the encounter's actual health, and gauntlet runs show carried damage against the run's true maximum ("14 / 20").
Settings no longer cost you the match
- Opening the full settings screen mid-fight and coming back no longer reloads the table. The match suspends in place and resumes exactly where you left it — a volume tweak shouldn't cost you a boss run.
Readability
- The event log got a full pass: larger text, better contrast per event type, alternating row shading, and a divider above each turn so rounds read as sections. The drawer and scrollbar grew to match.
- Wide boards stopped clipping. Crowded unit rows compress card frames instead of overflowing, and the economy row shrinks its cards down to chips based on the space it actually has — 12-wide Tavern Keep openings included.
Know your enemy
- The "Known to play" cards on a patron's table card — and their page in Tully's Journal — now show the full card on hover. Scout the matchup before you sit down.
Keep the reports coming — the last two patches were built almost entirely from
them. If the demo is treating you well (or not), a review helps more than you
think.

Cecilda holds off on her assassins, for now! We must keep her at bay :)