Current release · August 30, 2026
v0.7.1 — Mystics Rites & Deck Import
v0.7.1 is a focused playtest update built on the v0.7.0 core. Its central change is a complete Mystics Rite-package redesign: choose three Rites from a six-Rite pool, keep those choices hidden until each is begun if desired, and carry the selected trio through starter guidance, Deckbuilder validation, printing, and TTS Deck Codes.
At a glance
- Mystics choose exactly three different Rites from a six-Rite pool during game-package construction.
- Selected Rites do not have to be revealed at setup. You are under no obligation to reveal one until you begin it; when a Rite is begun, reveal it.
- Rite of Echoes and Rite of Crossing are revised. Rite of Blood is mechanically unchanged, with its explanatory reminder separated for italic presentation.
- Rite of Shattering, Rite of Consecration, and Rite of Equivalence join the Rite pool.
- An active Rite now has a general fail-state rule: if a required card, component, position, or other required game state changes so that completion is no longer possible, the Rite immediately interrupts and resets.
- Completing all three selected Rites still unlocks the Ritual route. The Ritual is canonically Ritual of Ascension.
- The Alchemist and Spirit Walker starters are retuned around authoritative selected Rite packages and recommended Rite orders while remaining 30 cards / 60 Deckbuilding Value.
- Deckbuilder Rite selection is now part of a Mystics game package. Selection is validated, saved, printed, exported, and used for starter matching.
- Deckbuilder → TTS Deck Codes are active for stable v0.7.1. Mystics codes include the selected three Rite ids.
- The v0.7.1 authority audit is locked and the Rulebook/release package now carries TDS Games publication branding.
Mystics: choose three Rites from six
A Mystics game package contains exactly three different selected Rites chosen from Rite of Echoes, Rite of Blood, Rite of Crossing, Rite of Shattering, Rite of Consecration, and Rite of Equivalence.
The selected trio is part of game-package construction, but disclosure is optional until a Rite is begun. When you begin a Rite, reveal it. Only those three selected Rites may be begun during that game. Completing all three satisfies the three-Rite requirement for beginning the Ritual of Ascension.
General Rite interruption rule
If an active Rite can no longer be completed because a required card, component, position, or game state is lost or changes, it is immediately interrupted and resets. This applies in addition to the Rite's own printed interruption condition.
The six Rites
- Rite of Echoes — revised: bind one card from Graveyard and one matching-title card from Hand, seed another copy of that title on top of the Draw Pile, then on a later turn win a battle in which that title's Gambit or Tactic effect was applied. A battle loss before completion sends both bound cards to the Graveyard and resets the Rite.
- Rite of Blood — mechanically unchanged: put one card from Hand in the Graveyard, then on a later turn win a battle without setting a Gambit or choosing a Tactic. Its explanatory reminder about Transmutation and other non-Gambit/Tactic sources is now separated as reminder text.
- Rite of Crossing — revised: the previous Arcane-card cost is removed. Begin during Denouement after a qualifying battle win that makes you the occupier of an opponent-controlled Territory; complete after Capture at the start of your next turn if you still occupy or now control it.
- Rite of Shattering — new: sacrifice a banked Asset; in the first later battle that reaches dice, gain instances of advantage equal to that Asset's value and complete the Rite if you win. Lose that battle and Retreat +1 before the Rite resets.
- Rite of Consecration — new: place an Overlay from Hand on a Territory without using an Action, then on a later turn win a battle there. Losing a battle there or losing the Overlay before completion resets the Rite.
- Rite of Equivalence — new: exchange equal-value cards between Hand and Graveyard, keep the returned card revealed, and complete the Rite by playing that exchanged card for one of its printed effects. If it leaves Hand another way, or you lose a battle first, the Rite resets.
Mystics starter Decks
Both Mystics starters remain 30 cards / 60 Deckbuilding Value, but each now has an authoritative Rite package and recommended Rite order.
- Alchemist — First Principles: Echoes, Blood, Equivalence; recommended order Equivalence → Echoes → Blood. Accursed Wager ×1 → ×0; Threefold Vision ×0 → ×1.
- Spirit Walker — Unbroken Circle: Crossing, Shattering, Consecration; recommended order Consecration → Shattering → Crossing. Necromancy ×1 → ×0; Threefold Vision ×1 → ×0; Paths of Shadow ×1 → ×2; Witchcraft ×1 → ×2.
The Deckbuilder starter preview and printed starter strategy now show recommended Rite order alongside recommended Territory order.
Deckbuilder Rite-package support
For Mystics, Rite selection is now part of the Deck itself rather than starter-only metadata. The Deckbuilder shows the six current Rites through the production Rite renderer, requires exactly three different selections for a valid Mystics package, displays the selected Rite cards with the current Deck, loads official starter selections automatically, and includes the Rite package when checking whether a Deck still matches a starter.
Selected Rites persist in saved Decks and JSON import/export. Printed Mystics packages include only the selected three Rites rather than the full six-Rite inventory, and print summaries name the selected trio.
Deckbuilder → Tabletop Simulator Deck Codes
Stable v0.7.1 activates compact TTS Deck Codes in the Deckbuilder. A code carries the game version, Deck name, faction, Leader, playable-card ids and quantities, and selected Territories. Mystics codes also carry the three selected Rite ids.
The matching v0.7.1 TTS importer can rebuild a custom starter kit from that code, including the selected three Rites plus Ritual of Ascension. It uses embedded starter-kit templates rather than depending on the visible official starter Bags remaining untouched. The Deckbuilder also includes a visible TTS transfer walkthrough.
Tabletop Simulator publication
The stable web/rules release and the Steam Workshop update used separate publication gates. The v0.7.1 TTS QA gate is now complete and explicitly Workshop-approved.
The existing public Workshop item has been updated in place to v0.7.1 at permanent id 3790840635. The v0.7.0 QA record remains historical evidence for unchanged surfaces, while stable v0.7.1 verification covers the changed Mystics, Rulebook/setup, importer, and handling surfaces.
Authority and presentation audit
v0.7.1 freezes the audited current authority at 142 playable cards total: 52 Neutral cards and 15 cards in each faction. Mystics have 15 Arcane faction cards; the Ritual is canonically Ritual of Ascension; Plenipotentiary and Martyrdom are Unique; and Peace Treaty requires six different ratified Proposals / Treaty Articles.
The current printed card headings are Action, Asset, Gambit, Tactic, Gambit/Tactic, Mission, Overlay, Terms, Sanctions, and Reaction. Flattening those headings into current authority is a presentation/source-of-truth cleanup rather than an intended gameplay change.
Publishing identity
v0.7.1 is the first Gauntlet Rulebook and release package carrying the current publication identity: Published by TDS Games, An imprint of Misty Hollow Enterprises, with Copyright © 2026 Tymon Scott. All rights reserved.
The player-facing parent line deliberately omits the intended LLC suffix while formation remains pending.
What remains familiar
Outside the changes above, v0.7.1 retains the v0.7.0 core: the shared turn structure, Onset / Gambit / Reserves / Tactics battle sequence, 142-card playable pool, 25 Territories and Arenas, six factions, twelve Leaders, Front Line and Run-the-Gauntlet rules, and the established non-Mystics starter packages.
Previous release · August 27, 2026
v0.7.0 — Illustrated Cards & Tabletop Simulator
v0.7.0 was the previous public playtest edition. It combines the gameplay changes developed since v0.6.3 with the fully illustrated production card set, finalized physical player aids, locked starter Decks, expanded printing, and the complete Tabletop Simulator package.
At a glance
- The playable pool grows from 128 to 142 cards. Fifteen cards enter the current pool and No Martyrs is retired.
- Battle now begins with Onset. The separate Pending Battle state is removed; Terms and other pre-Gambit effects resolve inside the first battle phase.
- All 25 Territories and Arenas receive the approved wording pass. Six effects include deliberate mechanics clarifications or repairs.
- Peace Treaty now requires six different ratified Proposals. The nine Proposal cards also receive their approved wording-only compression pass.
- Arcane is explicitly a trait rather than faction allegiance. The Mystics sigil's shape identifies Arcane; its color identifies allegiance.
- All 142 playable cards are fully illustrated. The current production layouts and Territory artwork form the release card set.
- Reference cards and faction components are now a finished physical system. The release includes the Universal Reference, faction references, trackers, Proposals/Treaty Articles, Capital Ledgers, Deeds, Rites, and other current components.
- All twelve starter Decks are locked. Every list remains 30 cards / 60 Deckbuilding Value, with several updated to use the new card pool.
- Deckbuilder printing is substantially expanded. Current production cards/components print through shared renderers, and Advanced → Custom printing can assemble arbitrary mixed card sheets.
- Tabletop Simulator is already live on Steam Workshop. All twelve starter kits and their required physical components are assembled into the v0.7.0 TTS package, the manual QA gate is complete, and the subscribed public copy passed its post-publication smoke test.
- The Rulebook is now a 100-page half-letter booklet. It adds the same Card Anatomy content shown in the Browser Rulebook, using production-derived full-card and Arcane trait figures adapted for print.
Returning from v0.6.3?
The core turn structure, six factions, twelve Leaders, Front Line, Run-the-Gauntlet victory routes, and Gambit / Reserves / Tactics battle core remain recognizable. The main things to relearn are the new Onset model, the larger playable-card pool, the six-Proposal Peace Treaty threshold, Arcane's explicit trait/allegiance grammar, the six Territory mechanics clarifications, and the revised starter Decks below.
Battle begins with Onset
v0.7.0 removes Pending Battle as a separate pre-battle state. A battle now begins with Onset, followed by Gambits, Reserves, Tactics, Outcome, and Aftermath.
During Onset, establish the attacker, defender, contested Position, and attacker's previous Position. Resolve Terms first when applicable. If the battle is prevented or a player withdraws, the sequence ends. Otherwise, resolve other effects that apply during Onset or before Gambits are set, then continue to Gambits.
If accepted Terms or another effect ends the sequence during Onset, no battle was fought, won, or lost, and there is no Aftermath. Refused Terms apply their Refused effect and any refusal modifiers, then the same Onset continues unless that effect ends the sequence. Withdrawal during Onset likewise ends the sequence without a winner or battle result. Once Onset completes and the sequence proceeds to Gambits, later withdrawal uses the normal started-battle, no-result Aftermath and cleanup path.
In a Diplomat mirror, the attacker has the first opportunity to offer Terms. If the attacker passes, the defender may offer. Once either player offers Terms, the other cannot offer Terms in that battle sequence even if the Proposal is refused.
Movement wording follows the same model: entering the opponent's Position initiates a battle and ends that movement sequence. Effect-granted movement may initiate a battle unless the effect says otherwise.
Existing-card wording updated for Onset
- Advance Guard: its additional movement may initiate a battle, but if it does, you cannot set a Gambit in that battle.
- Forced March: its additional movement cannot initiate a battle.
Leader wording that previously referred to pending battles is likewise updated to the Onset / battle-initiation model without changing the underlying Leader concepts.
Playable-card pool: 128 → 142
v0.7.0 brings 15 cards into the current playable pool and retires one v0.6.3 card.
- Neutral: Phantom Passage; Battlefield Plunder.
- Military: High Command; War Witch.
- Diplomats: Plenipotentiary; Diplomatic Divination.
- Financiers: War Bonds; Actuarial Alchemy.
- Intelligence: Regime Change; Spectral Surveillance.
- Mystics: Reembodiment; Threefold Vision.
- Inquisition: Retribution; Anathema; Malleus Maleficarum.
- Retired: No Martyrs.
The resulting v0.7.0 pool contains 142 playable cards: 52 Neutral cards and 15 cards in each faction. No Martyrs remains preserved in the v0.6.3 historical record; Malleus Maleficarum occupies its replacement slot in the current Inquisition pool. The finalized v0.7.0 card faces and canonical data govern exact costs and wording at release.
Territory and Arena pass
The complete current set remains 25 cards: 21 standard Territories and 4 Arenas. All 25 receive the approved wording pass while stable identities and numbering are preserved.
Six changes are specifically recorded as mechanics clarifications or repairs:
- Quicksand: a player who begins Movement there cannot Advance or Fall Back more than one Position or use an effect to increase their movement that turn. Retreat is unaffected.
- Poisonous Gas: each player may employ Gambits or Tactics, but not both. Tactics go to the Graveyard in the Aftermath, and a player who chose no Tactic puts one Reserve card in their Graveyard.
- Disrupted Supply Lines: its restriction is symmetric again: while a player is there, only one of their Assets can be active, and that player chooses which.
- Supply Depot: the +1 Card bonus keys specifically to Supply Depot's controller starting their turn there.
- Refuge: it rewards Withdrawal to the Territory as well as Fall Back: after either, +1 Card.
- Command Tent: if its controller starts the turn there, they receive +1 Action, may take Actions during both Opening and Denouement, and the first Action in each phase must play a card for its Action effect.
The remaining Territory/Arena revisions standardize and compress wording while preserving the accepted effect. Arena cards no longer need to restate the shared Tiebreak Roll procedure after removing Defensive Edge.
Diplomats: Proposals, Treaty Articles, and Peace Treaty
The Diplomat Peace Treaty victory condition now requires six different ratified Proposals, increased from five.
The complete nine-Proposal set also receives an approved wording/compression pass. That pass is explicitly wording-only and does not change the underlying Proposal mechanics:
- De-escalation
- Orderly Withdrawal
- Capitulation
- Open Channels
- Mutual Disarmament
- Prisoner Exchange
- Rebuilding Pact
- Ultimatum
- Diplomatic Recognition
Each Proposal is represented physically with its ratified Treaty Article reverse. Terms now resolve during Onset: accepted Terms end the sequence during Onset, while refused Terms apply their Refused effect and continue the same Onset unless the effect ends the sequence.
Arcane identification
Arcane is a trait, not faction allegiance. Mystics cards are Arcane, and cards from other pools may also have the trait. Arcane cards are marked with the Mystics sigil: the symbol's shape identifies the Arcane trait, while its color reflects the card's allegiance, with Neutral cards using the Neutral color.
This is a visual-identification and rules-clarification change rather than a new underlying mechanic.
Faction Features and Leader cards
Faction Feature is now the umbrella term for shared faction-specific actions, abilities, procedures, passive effects, and other named faction mechanics without implying that each one consumes an Action. Leader Ability remains the Leader-specific heading.
Leader cards use a consistent hierarchy for Faction Victory, Leader Ability, and Resource or Progression where applicable, with Action use, timing, costs, and frequency stated with the relevant feature. Military Orders remain a Leader Ability family; Intelligence keeps Intel as a Resource and Operation Progress as Progression; Mystics use Progression — Rites rather than presenting Rites as a Resource.
These taxonomy and component-layout changes are primarily readability improvements. They do not create new gameplay rules unless the current rule or card text expressly changes an effect.
Starter Decks
All twelve recommended starter Decks remain 30 cards / 60 Deckbuilding Value. Changes from the v0.6.3 starter set are:
- General — Forward Doctrine: Invasion ×2 → ×1; add War Witch.
- Commandant — Holdfast: unchanged.
- Ambassador — Open Channels: Nonbinding Resolution ×2 → ×1; add Diplomatic Divination; strategy copy now reflects the six-Proposal threshold.
- Senator — Procedure Endures: Sanctions: Embargo ×2 → ×1; add Plenipotentiary.
- Banker — Sound Investment: replace Compound Interest with War Bonds; Capital Gains ×2 → ×1; add Conscription.
- Executive: unchanged.
- Ranger: Reconnaissance ×2 → ×1; add Spectral Surveillance.
- Spymaster: unchanged.
- Alchemist: replace Circle of Bones with Reembodiment.
- Spirit Walker: Grave Ward ×3 → ×2; add Threefold Vision, preserving two-copy Rite of Echoes infrastructure.
- Grand Inquisitor — Final Judgment: replace Guilt by Association with Anathema.
- Witch Hunter — Relentless Pursuit: replace Tyranny with Retribution; replace retired No Martyrs ×2 with Malleus Maleficarum ×1 and one additional Court Martial, for Court Martial ×2 total.
Fully illustrated production set
v0.7.0 is the first release built around the fully illustrated current playable-card set. All 142 playable cards use their current production layouts and approved artwork, and the Territory set uses its current artwork and landscape production treatment.
The official Gauntlet wordmark is also part of the current player-facing visual system.
Card Reference and Deckbuilder inspection
Card Reference and Deckbuilder now show the actual production-rendered card faces instead of maintaining text-only approximations. The shared render path carries artwork, parchment, typography, footer metadata, and fitting into the browser tools, with enlarged-card and underlying-artwork inspection available from the card view.
Reference cards and faction components
Every Deck receives the shared, two-sided Universal Reference Card. The finalized faction-specific reference set includes the Diplomat Reference, Financier Reference, Intelligence Mission Reference, Intelligence Operations Reference, Mystics Reference, Inquisition Doctrine Reference, and Inquisition Purge Reference. Military intentionally has no separate faction reference card.
The current sliding-tracker system covers Command, Influence, Capital Limit, Intel, Operation Progress, and Conviction. The Financier Capital Limit tracker has physical capacity through 15, but Capital Limit remains rules-uncapped; 15 is a component limit rather than a game-rule maximum.
Other production supplemental components include the nine Diplomat Proposal / Treaty pairs, Financier Capital Ledgers and landscape Deeds, Mystics Rites and Ritual material, and Inquisition doctrine / Purge support.
Canonical card backs
- Playable cards use the universal black Gauntlet back.
- Territories use the universal black Gauntlet back.
- Leaders use their faction-colored Gauntlet back.
- One-sided faction supplemental cards use their faction-colored back.
- Intrinsically two-sided components use their actual reverse face.
Advanced custom printing can still force a different standard back as a deliberate override, but Use canonical card backs is the default policy.
Deckbuilder and printing
Deckbuilder printing now uses the same current production renderers as the rest of Gauntlet for playable cards, Territories, Leaders, and finalized supplemental components. Starter print packages use the current cards/components and improved first-page starter guidance. Financiers also have a dedicated bulk-print path for consumable Capital Ledgers.
Advanced → Custom printing can build physical print sheets independently of legal Deck construction. It supports search and filters, arbitrary quantities, Add all for the currently visible filtered cards, mixed portrait / landscape 9-up Letter sheets, playable cards and current physical components, intrinsic reverse faces, and canonical standard backs. The print path fails closed rather than substituting stale placeholder faces when a production render is not ready.
Browser Rulebook
For v0.7.0, the Browser Rulebook loaded the maintained complete v0.7.0 Rulebook authority from its immutable release package, and the Rules Arbiter was bound to that same release authority.
Card Anatomy guide
The v0.7.0 Rulebook adds a Card Anatomy guide before the printed-card-effects rules. The browser guide uses the actual production-rendered Unbroken Ranks card rather than a mockup, identifying card name, value, faction treatment, artwork, effect heading, effect text, and standardized footer metadata; the Arcane trait mark is explained separately.
The printable booklet includes a static Card Anatomy figure derived from the same current production card authority, keeping the browser and print explanations synchronized.
Tabletop Simulator
v0.7.0 introduces the complete Tabletop Simulator package as a release feature. The package passed its strict machine-readiness audit and complete 18-check manual QA record, received explicit Workshop approval, and has been promoted from Review Scaffold to final mod identity.
The table uses White and Green player seats and hand/reserve zones, all six Gauntlet snap positions, faction-colored battle dice and Player Tokens, and all twelve starter Bags. Each Bag deterministically packages its Leader, trackers, Reference cards, other required faction components, playable Deck, three-Territory stack, and faction utilities.
Physical handling uses the same production component model as print: current Card Design renders supply the card faces; Territories and Deeds retain their landscape handling; Territory Overlays snap with their Territory; and sliding tracker/Leader assemblies can move as nested physical components.
The Financiers' Capital Ledger is an interactive public ledger rather than a generic counter: it begins at 2 Capital, records signed transactions with an automatic running balance, preserves 11-row pages through save/load, and supports page turning and undo while Capital Limit remains a separate tracker.
TTS intentionally remains a digital tabletop, not a rules engine. Players perform setup, movement, battle resolution, card handling, and faction procedures themselves.
The mod is already public on Steam Workshop, and the subscribed public copy passed its post-publication smoke test. A remote two-player game was not required for this release gate.
Printable Rulebook and release package
The v0.7.0 package carries the current designed Rulebook as a 100-page half-letter booklet, imposed as 50 Letter-landscape sides on 25 physical sheets for duplex short-edge printing and saddle stitching.
The versioned package also includes the v0.7.0 canonical-data export, locked starter-Deck export, and source-provenance export alongside the Rulebook source and booklet PDF.
What remains familiar
v0.7.0 is a substantial product milestone rather than a ground-up replacement for v0.6.3. The six factions, twelve Leaders, turn structure, Front Line, two normal Run-the-Gauntlet victory routes, faction identities, starter-Deck model, and Gambit / Reserves / Tactics battle core remain the foundation of play except where the changes above or a current card/component expressly say otherwise.
Publication boundary
v0.7.0 is the previous published playtest release. v0.6.3 is historical, and the v0.6.4-candidate source bundle remains preserved only as the never-published provenance snapshot that fed this release.
The Tabletop Simulator Workshop mod is public, its subscribed-copy smoke test passed, and the repository/web release now publishes the same v0.7.0 product authority.
Previous release · August 14, 2026
v0.6.3
v0.6.3 is the previous canonical public playtest edition. This entry summarizes the changes from the v0.6.2 rules baseline that materially affect table play or how cards are read.
At a glance
- Setup now starts you on the Gauntlet. Your token begins on the Territory at your own end; setup placement is not movement and does not count as entering.
- Opening selection happens before Territory arrangement. Draw four, discard one face up, keep three, then arrange your Territories with that information known. Roll for first player last.
- Running the Gauntlet has two equal normal routes. Capture the Territory at your opponent's end, or force your opponent to make a Last Stand and win the resulting battle.
- A separate movement sequence can force a Last Stand before final-Territory capture. Prior control or capture of the final Territory is not required.
- Deck means the constructed ordinary-card set. Draw Pile means the shuffled in-play pile. The term
Playable Deck is retired in v0.6.3 player-facing text.
- Card-effect headings are standardized. Ordinary cards use Action, Asset, Gambit, Tactic, Gambit/Tactic, Mission, Overlay, Terms, Sanctions, and Reaction as applicable. The former Battle and Activate headings are retired.
- Asset is the only banked-card heading. Cards with Asset effects normally have an inherent Bank Action.
- Repeated card procedures have moved into shared rules. Cards are shorter because standard banking, directly permitted card use, effect-granted movement, additional Tactics, Sanctions, Asset Removal, Bind cleanup, reveal interference, copied/repeated effects, and battles ending without a winner are now governed centrally.
- Routine numeric effects use compact shorthand. Examples include
+1 Card, +1 Action, +1 Tactic, Retreat +1, Command = 2, and Advance Front Line 1.
- The complete 128-card pool received a production-size text audit. All 128 v0.6.3 cards pass the normal production fitter without emergency text fitting.
Setup
Prepare faction components that can modify the Deck first. Shuffle the remaining Deck to form the Draw Pile, draw four, discard one face up, and keep three. Then secretly arrange your three Territories. Form and reveal the Gauntlet, place each Player Token on the Territory at that player's own end, and roll for first player only after both players have completed opening selection and Territory arrangement.
Your opening Hand and opening discard may inform Territory order. Initiative may not.
Running the Gauntlet
You immediately run the Gauntlet and win when you either capture the Territory at your opponent's end, or force your opponent to make a Last Stand and win the resulting battle. Both are normal Run-the-Gauntlet victory routes.
A legal immediate-capture effect can win on the final Territory. After a battle forces the opponent beyond their own end, an effect that grants a separate legal movement sequence can let you Advance beyond the Gauntlet and force the opponent to make a Last Stand immediately, even if the final Territory still faces the opponent.
Reading cards
Action means play from Hand by taking an Action at a legal phase or timing. Asset is the banked-card effect and normally carries the card's inherent Bank Action. Gambit and Tactic identify effects available only in those roles; Gambit/Tactic means the same effect is available in either role.
Other standardized effect headings are Mission, Overlay, Terms, Sanctions, and Reaction. Sanctions are played immediately from Hand at no cost after refused Terms unless the card says otherwise. The old Battle and Activate headings are retired in v0.6.3.
Shared procedures moved out of card text
Expect shorter text where shared rules already establish the routine procedure. This includes default Asset banking, directly permitted card procedures not costing another Action, movement granted outside an existing sequence beginning a new movement sequence, additional-Tactic handling, Sanction procedure and expiration, default Bind cleanup, reveal-stage interference, rerolls using the new result, applying or repeating another effect, and cleanup when a battle ends without a winner.
Specific exceptions remain printed on the card.
Rules clarifications
Capture effects outside the normal Capture step cannot create non-contiguous control. For the Executive's Hostile Takeover, a successful purchase captures the occupied Territory only when that Territory is immediately beyond the Executive's Front Line; otherwise the purchase does not change Territory control.
The Inquisition's Purification victory condition triggers when the opponent is unable to draw to start their turn because both their Draw Pile and Discard Pile are empty.
Playing or setting a card face up does not by itself count as revealing that card. Reveal-specific interference such as Counterintelligence therefore does not prevent effects that merely put a card face up, including Watchtower.
Battle habit
Before committing battle cards, check the contested Territory and your Asset Bank. This is a recommended play habit, not another battle step or timing window.
Card-text revision
The v0.6.3 card pass applies the new shared language across all 128 cards and then uses bespoke compression only where needed. Protracted Siege includes an expressly adopted mechanics revision: its banked Asset can directly prevent capture, while its Gambit/Tactic mode creates the delayed Overlay. Other wording changes remain governed by their finalized v0.6.3 card text and shared rules.
What remains familiar
The six factions, twelve Leaders, turn sequence, Gambit/Reserve/Tactic battle structure, Front Line concept, faction resources, and faction-specific victory systems remain based on the v0.6.2 rules baseline except where a v0.6.3 source expressly changes them. Specific cards and components still override general rules when they directly address the situation.