THELEEPER ARCHIVE

ARCHIVE 002 · CURRENT 50-CARD PLAYTEST

NO MASTER:
HIDDEN MANDATE

Three systems. Three hidden Vaults. One real Core. The future belongs to the player who can break through and prove what they have found.

SOLO OR 2 PLAYERS25 CARDS EACH20-ROUND TEST LIMIT

HOW THE DUEL WORKS

HIDE. CONTEST. VERIFY.

01 / CONCEAL

Hide the real Core

Each player secretly places a Core and two Decoys behind three systems: Grain, Ways, and Power.

02 / BREACH

Challenge the Guards

Deploy Operatives with Access ranks, scout defenders, and face Traps or Bombs. A surviving attacker creates a Breach.

03 / PROVE

Open a Vault

File cards as shared public proof. Two different proof seals in a system let a breached Operative Probe its Vault. Find the real Core to win.

THE TABLE

GRAIN · WAYS · POWER

GRAINPublic supply
WAYSRoutes and civic choice
POWERThe city systems

Each system has a Guard and a hidden Vault for both players. Ordinary Operatives move along adjacent systems. Scouts and Engineers can cross directly between empty friendly Guard slots.

THE TWO STARTERS

EVERY RECORD HAS A JOB.

The 50 numbered Archive 002 records form two fixed 25-card starters: Marian Vale's Free City and Commander Rook's Continuity. Each contains 1 Head, 1 Core, 2 Decoys, 12 Operatives, 1 Trap, 1 Bomb, and 7 Tactics.

The Junqi inspiration is hidden deployment and ranked encounters. Archive 002 adds its own shared-evidence requirement: proof may help either player verify a Vault. This is a public playtest; balance and visual art are still being revised.