Over Renegades
Renegades is a turn-based party card battler about five fugitives trying to cross a kingdom that has decided people like them should disappear.
The Kingdom of Valdris has outlawed unsanctioned magic. The old orders have bent, the roads have gone dark, and the people who once held the frontier together are being hunted. Your party did not set out to save the world. They defected, survived, and kept walking.
A party, not a deck
Fight with three characters at a time, each with a deck of their own. Three cards in every hand, three actions a turn, and a table that never lets you play everything you want. Every enemy intent is telegraphed. Reading it is your job. Answering it is your deck's.
- Distinct party roles. Hold the line with Hyperion, ward and break enemies with Solyn, mark a target and redirect attacks with Faide, prime and detonate with Luciana, and turn blood into power with Xarion.
- Deterministic resolution. Every card resolves the moment you play it. No hidden rolls, no surprise damage. End the turn and the enemies act in the order they showed you.
- One shared hand. Your heroes draw into the same three slots and spend the same actions, so every play is also a choice about who does not act.
Read the fight before it starts
Hover a foe and its ledger opens: the hit, the target, the reason. Then decide. Block it and let Hyperion's Retaliate answer. Taunt it onto someone who can take it. Reroute it. Or kill the attacker first.
Choose your party. Plan ahead.
Before each battle, pick the three who take the field from a roster of five. Who you bring decides what your hand can do, and what it can survive. A wall of shields, a nest of marks, a slow bleed of hexes: the road ahead should shape the choice.
Take the Opportunity. Earn the upgrade.
Every battle deals your party an Opportunity: one challenge for one hero and one card. Deal ten damage to a single foe in a round. Absorb fifteen with Block. Detonate two stacks at once. Take it, and when the fight ends that card offers you an upgrade draft. Upgrades never just add numbers. They change what the card does.
Level up. Choose the path.
Each level is a draft: three milestones, one on each of the hero's discipline rails. Pick one and the hero changes how they fight, not just how hard.
Reforge. Refine. Destroy.
Shaping Stones stand along the road, each open for one visit. Reforge a card into a new form. Refine it by removing one trait, good or bad, and live with the roll. Destroy a card you no longer want drawn. Small decks win fights.
The road watches back
Cross the Greenveil on a map where the dangers are visible and the choice of road is yours. Points of Interest hide supplies, shrines, and worse. Two rare threats roam by their own rules: Provost Tallis marches his registry circuit by daylight and chases no one. If you want what he carries, you intercept him. Old Ashmaw hunts at night. It shadows your lanterns at a distance, and when it commits, only dawn calls it off.
Choices leave marks
Events, defeats, and hard bargains can leave temporary emotion cards in a character's deck: Hope, Shame, Vengeance, Grief, and more. What your party goes through is what your party shuffles.
Every hero has a reckoning
The forest holds five trials, one for each renegade: the captain Hyperion swore to, the sisters who buried Solyn's staff, the rival who taught Faide the routes, the brand Luciana's brother tried to cut away, the shard in Xarion's chest. Survive three and the sealed temple opens.
This is a game about tactics under pressure, trust earned slowly, and the small decisions people make when every road leads to the hard truth.