
Win a run and the tavern shows you what it was always sitting inside of: a
map. The world beyond the Ale Haus is on the table now — and while you're out
there reading it, we rebuilt the tutorial's pacing from the ground up and gave
Tully a mute button. (He took it well.)
The Journey Map

- After your first run win, the tavern menu becomes a painted map of the world's taverns. Tully's Ale Haus is home; four more regions wait beyond it.
- Hover a region for its detail card: the faction that holds it, the venue, the patrons you'll face at its tables, and the Keep you'll have to beat.
- The map is honest. Tully's is playable today; Antiok, Varynthis, Apopis, and the Southern Wastes are full-game regions and say so on their cards.
Tutorial: a pacing overhaul
- Lessons hold until Tully finishes speaking and the board settles. Nothing gets replaced mid-sentence anymore.
- Got It unlocks once a lesson has landed, so a double-click can't skip what you never saw.
- "Pass priority" is spoken once per room. Later prompts point silently with a pulsing highlight — coaching, not nagging.
- The Brown Note finally gets its moment: Tully lands the line, you read at your own pace, then pass to let it resolve. (Yes, it's still aimed at your Construct. Sorry about your Construct.)
- Room 3's defense coaching reads the board — it tells you to block when you have a legal blocker, and to take the hit when you don't.
- Fatigue is explained in numbers: a fatigue counter is −1 ATK and −1 DEF, another every upkeep you can't pay, and the unit dies at 0 DEF. Not a great return on investment.
Audio: mute and replay, separated
- The speaker button on lesson and dialogue panels now does what a speaker button should: it mutes Tully's narration. It persists between sessions and is mirrored in Settings → Audio.
- A recycle button beside it replays the current line. Two buttons, more utility.
- Card-hover sweep is quieter and rate-capped — sweeping your cursor across a full hand no longer machine-guns it.

UI
- In the tutorial, the Bards song panel is honest with outsiders: your Technocrat gets "guild members only" instead of a grid they can't use. Real matches are untouched — facing Bards, N still opens the full rotation grid.
- Escape now closes the mid-run map and the run-end card, and stands down while another overlay is open.
In the demo vs. the full game
- In the demo now: three factions (Archmage Technocrats, The Merchant Coast, Guild of the Inglorious Bards), the full tutorial, the complete gauntlet run at Tully's Ale Haus up through the Tavern Keeper, the unlock ladder, and the Journey Map itself.
- The demo fences the map, not the rules — every card plays by its full-game rules text.
- In the full game: the regions beyond Tully's — Antiok (Nine of the Sacred), Varynthis (The Sovereign), Apopis (The Risen Kingdom), and whatever is sealed in the Southern Wastes.
- If a region card catches your eye, that's what the wishlist button is for.
Nine days, six patches. The map is on the table and the tutorial finally
breathes. If something rushes you, confuses you, or talks over you, that is a
bug — tell us. Back to the Tavern!
