OSTROG, ARCHITECT OF ORDER
Leader — Figure
Once per turn, after you play a System, gain 1 Authority.
PROTOTYPE V0.2 · 24-CARD TEST POOL
Twenty-four deck cards. Two Leaders outside the deck. Every line below is prototype rules text intended for paper playtesting.
Prototype rarity is deliberately omitted. Balance, wording and costs are expected to change after repeated games.
LEADERS · OUTSIDE THE 30-CARD DECK
Leader — Figure
Once per turn, after you play a System, gain 1 Authority.
Leader — Figure
Once per turn, after you play a Record card from your hand, gain 1 Influence.
THE ORDER · 10 CARDS
2 AUTHORITY
When played, your next System this turn costs 1 less.
2 INFRASTRUCTURE
Exhaust: Ready one System you control. It cannot activate again this turn.
2 AUTHORITY
Opposing Figures entering this zone during the Action step enter Suppressed until end of turn.
2 INFRASTRUCTURE
Once per turn: one of your Figures may move one additional zone.
4 INFRASTRUCTURE
At the start of your turn, gain 1 temporary Resource. Unspent temporary Resources are lost at end of turn.
3 AUTHORITY
While you control Council District, your Legitimacy declaration requires 7 combined Authority + Influence instead of 8.
Choose one Influence gain that just occurred. Reduce that gain by 2, to a minimum of 0. Draw 1 card.
Choose an opposing Figure in a zone you control. Move it to an adjacent zone. If it cannot move, Suppress it instead.
Choose one opposing Verified Record. It becomes Disputed until the start of your next turn.
Choose one of your Suppressed Systems. Remove Suppressed from it, then give it +1 Infrastructure until end of turn.
THE PEOPLE · 10 CARDS
2 INFLUENCE
While another friendly Figure is in this zone, Street Organiser gets +1 Influence.
1 KNOWLEDGE
When played, create a Pamphlet token in your Archive. Pamphlet: Record token, 1 Knowledge.
2 KNOWLEDGE
When this enters a contested zone, draw 1 card, then discard 1 card.
3 INFLUENCE
The first Figure you play here each turn costs 1 less.
2 KNOWLEDGE
Exhaust: choose a Record you played from hand this turn. Resolve its non-victory text again.
3 INFLUENCE
At end of turn, if you control 3 or more friendly Figures here, gain 1 Influence.
Gain 1 Influence for each Verified Record you control, maximum 3.
Choose a zone. Systems in that zone lose their abilities until the start of your next turn.
Choose an opposing Figure with Authority. Suppress it. If you control a Verified Record, draw 1 card.
Choose an opposing System in a contested zone. Suppress it until the start of its controller's next turn.
NEUTRAL · 4 CARDS
1 KNOWLEDGE
If you already control another Record when this is played, draw 1 card.
1 INFRASTRUCTURE
While this zone is uncontested, Abandoned Station gets +1 Infrastructure.
Move one Figure you control to an adjacent zone. This does not use that Figure's normal movement for the turn.
1 KNOWLEDGE
When played, choose a Disputed Record. Verify it, or choose a Verified Record and make it Disputed until end of turn.
THE SIX INTERACTION CARDS
FIRST PAPER TEST
For V0.2, use multiple copies of these prototypes to construct two 30-card test decks. The purpose is to test tempo, interaction and victory pressure—not collectability.
3× Administrator · 3× Chief Engineer · 3× Prefect · 3× Moving Ways · 3× Power Station · 2× Council House · 3× Emergency Decree · 3× Restore Order · 4× Censorship Order · 3× Recovered Ledger
3× Street Organiser · 3× Underground Printer · 3× Witness · 3× Workers' Quarter · 3× Hidden Press · 2× Assembly Square · 3× Crowd Remembers · 3× General Strike · 4× Public Exposure · 3× Recovered Ledger
These decklists intentionally overrepresent interaction cards so problems appear quickly during testing.
NEXT TEST
If the system survives repeated Order vs People games, the next expansion adds The Heir, Engineer and Archivist as playable leaders rather than simply adding more card volume.