
The menu has a new song, and it is the game's name. Uncle Jim, who walks you through the first act, was the last drawn face on a desk made of cut paper, and he is cut from paper now too. Around those: the relic pool's best card stops being free, Ascension 9 stops taking ten health off you quietly and starts putting two commanders on one mat, and every taunt in the game is written on its own stationery.
The menu theme is a new song, "Cardboard Conquest", written for the name. Warlords Rise, which held that spot since before the game was called this, is not retired with it. It drops into the general track pool and plays on like any other, so the shuffle still reaches it.
One knock-on you will feel before you hear the song: the boot card's sandwich bites in time with the menu theme's pulse, and the new theme is slower, 99 beats a minute against 138.5. The card holds about a second longer before it opens. A click still skips it.
Every track in the game is playable at the jukebox, which is at 77 songs now.
Every other face on the event screens is a cut-paper pop-up hero. Jim was a line-art cartoon squirrel-man, and he never sat right on the desk beside them. His portrait is now cut from the same stock, in a natural stance with layered sneakers instead of the turned-out feet the first cut had. The one file feeds his intro, the walk-up, the check-in, the send-off, the tutorial finale and the map's start marker, and a cutout of it is the pop-out on his card.
All fourteen costume props are re-cut in the same paper and re-pinned. The new head sits left of centre because the tail takes the right of the sheet, so every hat, every prop and every anchor was measured again rather than nudged.
His scene work moved with him:
Live pick data said the same thing four different ways: plus one max energy was the only decision in the relic pool. Every relic carrying it was picked 59 to 85 percent of the time no matter what was stapled to the other side. Two Curses, no gold, thirty max health, no potions: none of it was being weighed. So the bills change.
Ascension 9 was "max HP minus ten", which is the one shape of handicap a ladder should not have: a silent number, announced once and then never seen again.
It is the fused fight now. An ordinary battle on the road can turn out to be two commanders on one mat, both rosters, both corners, the torn-and-taped stage, both of them have to fall. It is the same fight the Masked Challengers offer, except nobody asked for it.
Ordinary battles only. Elites and bosses each lean on their own arena, their own phases and their own arrival, and fusing two of those makes a different fight rather than a harder one. The odds are a pity ladder: 10 percent on the first ordinary battle after a fused one, five points more for every battle that comes up single, and straight back to 10 the moment a pair walks out. So it is never a rung a whole march fails to show you, and never two in a row on luck alone.
Two places where being two of something read as one got fixed with it. A pair's map marker wore the Twins' split portrait, one picture cut down the middle, which says "one thing in halves"; it is a fan of two cards now, both off true. And each commander prints its own health instead of sharing one number that was the table's default twice over.
The red rubber-stamp ring is gone from the paper taunt. The pack's crest prints big in the corner of a letterhead band instead of small inside a circle over the last line, and each of the 21 packs has its own sheet: stock, ink, print and edge. Heartbreakers on pink with hearts and flowers. Draw and Order on a legal pad. Final Rites edged in mourning black. Behind You! a pale-inked note on dark stock. All 42 enemy lords have one matched to their theme too, from Rex Mortifer's runed vellum to the Kilnmaiden's crazed porcelain.
The margin ornaments then learned the sheet they are printing on. Runes on a mourning band were black on black; they step round the crest and inset past a band or a charred rim now. Slime drips stop short of the writing, wisps and cracks draw darker, Mum's stitches run the whole way round, and the wax seal tucks into the corner.
The Realm's two starting units were grey ramps dyed blue and green. They carry their own colours now: a Realm-blue tabard, steel kettle helm, plank shield and arming sword on the Recruit; a green hood and tunic, leather quiver and bracer, and a longbow at full draw on the Archer. The Ghost Archer had been sharing the Archer's drawing and keeps the old grey under its own file, because a translucent blue tint needs a grey to dye.
Elsewhere in the box: the tithe collector has his head back, and Sledge Hammarsson's mat dresses the ice around the lanes rather than under them.
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