Tap a card in your hand, then tap a lane.
Every card keeps its full text. Your first 12 binder cards go into your duel deck; the rest of the deck is filled with starters.
Paste any answer, note, quote or idea. Its stats come only from what it says: numbers make Facts, questions make Ideas, feelings make Feelings, verbs make Actions, the sky makes Wonders. Longer text costs more and hits harder (about one energy per three or four words); varied words raise rarity.
How to play
Six turns. Three lanes. Win two lanes and you win the duel.
- Each turn you get energy equal to the turn number plus one (2 on turn 1, up to 7 on turn 6). Unspent energy does not carry over. Card cost is the blue circle.
- Tap a card, then tap a lane to play it. Up to 4 cards per side in a lane. Undo takes back plays from this turn.
- Turns alternate who leads. On odd turns you lead: Verse picks its plays without seeing yours, and they land after yours when you end the turn. On even turns Verse leads: its plays land first, and you answer.
- After turn 6, whoever has more power in a lane wins it. Ties in a lane go to nobody; if the lanes split evenly, total power decides.
Five types, five abilities
- Fact · Steady: can't be weakened.
- Idea · Spark: when played, your other cards in that lane get +1.
- Feeling · Rally: +2 if you already have a card in that lane.
- Action · Strike: when played, the strongest enemy card in that lane loses 2 (Facts are immune).
- Wonder · Surge: +3 if played on the last turn.
The bars under each lane are Verse's read: how often its private simulations end with it winning that lane. Lanes lean toward whoever Verse thinks is ahead.
Win a duel and you can keep one of Verse's cards for your binder.