THE LEEPER ARCHIVE

PROTOTYPE V0.3 · SYSTEM EXPANSION

FIVE LEADERS.
ONE CITY.

Leader Affinity, three new keywords, Legacy, and a 36-card shared pool turn the first prototype into a real deck-building system.

LEADER AFFINITY

YOUR LEADER
SHAPES THE DECK.

Each Leader has two Affinities. Cards matching either Affinity are unrestricted. A deck may include no more than 6 off-affinity cards. Neutral cards are unrestricted.

The Heir
LEADER AUTHORITY + KNOWLEDGE

THE HEIR

Once per turn, after one of your Records becomes Verified, gain 1 Authority.

The Engineer
LEADER INFRASTRUCTURE + KNOWLEDGE

THE ENGINEER

Once per turn, after you activate a System, you may pay 1 Resource to Ready another System. It cannot activate again this turn.

The Archivist
LEADER KNOWLEDGE + INFLUENCE

THE ARCHIVIST

Once per turn, when a Record changes between Verified and Disputed, draw 1 card, then discard 1 card.

Ostrog, Architect of Order
LEADER AUTHORITY + INFRASTRUCTURE

OSTROG, ARCHITECT OF ORDER

Once per turn, after you play a System, gain 1 Authority.

The Organiser, Voice Below
LEADER INFLUENCE + KNOWLEDGE

THE ORGANISER, VOICE BELOW

Once per turn, after you play a Record card from your hand, gain 1 Influence.

KEYWORDS

SHORTER TEXT.
STRONGER IDENTITY.

VERIFY

Change a Disputed Record to Verified.

DISPUTE

Change a Verified Record to Disputed.

REPAIR

Remove Suppressed from a System.

LEGACY

An ability triggered when the named card or condition leaves a lasting consequence.

36-CARD SHARED POOL

BUILD ACROSS
FOUR FORMS OF POWER.

AUTHORITY INFLUENCE INFRASTRUCTURE KNOWLEDGE NEUTRAL
A01Figure · 2

Council Administrator

2 Authority

Your next System this turn costs 1 less.

A02Figure · 3

Security Prefect

2 Authority

Opposing Figures entering this zone during the Action step enter Suppressed until end of turn.

A03Place · 4

Council House

3 Authority

While you control Council District, Legitimacy requires 7 instead of 8 combined Authority + Influence.

A04Event · 2

Emergency Decree

Reduce one Influence gain that just occurred by 2, minimum 0. Draw 1.

A05Event · 3

Censorship Order

Dispute one opposing Verified Record until the start of your next turn.

A06Record · 2

Claim of Succession

1 Knowledge

If your Leader has Authority affinity, gain 1 Authority when this becomes Verified.

A07Event · 2

Public Oath

Choose a Figure. It gains +2 Authority until end of turn.

A08Record · 3

Legacy of Office

2 Knowledge

Legacy — when an Authority Figure you control leaves play, Verify this Record.

I01Figure · 2

Street Organiser

2 Influence

While another friendly Figure is here, this gets +1 Influence.

I02Place · 3

Workers' Quarter

3 Influence

The first Figure you play here each turn costs 1 less.

I03Place · 4

Assembly Square

3 Influence

At end of turn, if 3+ friendly Figures are here, gain 1 Influence.

I04Event · 2

The Crowd Remembers

Gain 1 Influence for each Verified Record you control, maximum 3.

I05Event · 3

Public Exposure

Suppress an opposing Figure with Authority. If you control a Verified Record, draw 1.

I06System · 2

Whisper Network

1 Influence

Once per turn, after you Verify a Record, move one friendly Figure one zone.

I07Record · 2

Mass Petition

1 Knowledge

When Verified, if you control Lower City, gain 2 Influence.

I08Event · 3

Legacy of the Street

Legacy — when one of your Figures leaves a contested zone, gain 1 Influence.

F01Figure · 3

Chief Engineer

2 Infrastructure

Exhaust: Repair one System you control.

F02System · 3

The Moving Ways

2 Infrastructure

Once per turn, one of your Figures may move one additional zone.

F03System · 4

Central Power Station

4 Infrastructure

At start of turn, gain 1 temporary Resource.

F04Event · 2

Emergency Repairs

Repair one System; it gets +1 Infrastructure until end of turn.

F05Event · 2

Sabotage Cell

Suppress one opposing System in a contested zone until its controller's next turn.

F06System · 2

Relay Junction

2 Infrastructure

The first time each turn a Figure moves through this zone, draw then discard 1.

F07Event · 1

Power Reroute

Move up to 2 Infrastructure power from one of your Systems to another zone until end of turn.

F08System · 3

Legacy Machine

2 Infrastructure

Legacy — when this becomes Suppressed, gain 1 Knowledge.

K01Record · 1

Recovered Ledger

1 Knowledge

If you already control another Record when played, draw 1.

K02Record · 2

Counter-Archive

1 Knowledge

When played, Verify a Disputed Record or Dispute a Verified Record until end of turn.

K03Figure · 2

Underground Printer

1 Knowledge

When played, create a Pamphlet Record token with 1 Knowledge.

K04Figure · 3

Witness from Below

2 Knowledge

When this enters a contested zone, draw 1 then discard 1.

K05System · 3

Hidden Press

2 Knowledge

Exhaust: resolve the non-victory text of a Record you played from hand this turn again.

K06Record · 2

Suppressed Testimony

3 Knowledge

If opponent has more Authority than you when played, draw 2.

K07Record · 2

Contradictory Account

2 Knowledge

When Verified, Dispute another Record. When this becomes Disputed, draw 1.

K08Record · 1

Archive Fragment

1 Knowledge

If this is your third Verified Record, gain 1 temporary Resource.

N01Place · 2

Abandoned Station

1 Infrastructure

While this zone is uncontested, gets +1 Infrastructure.

N02Event · 1

Rumour Through the Ways

Move one Figure you control to an adjacent zone without using its normal movement.

N03Event · 1

Broken Seal

Dispute one Record until end of turn.

N04Record · 2

Recovered Blueprint

1 Knowledge

When Verified, Repair one System you control.

DECK CONSTRUCTION

30 CARDS.
ONE LEADER.

DECK SIZE

Exactly 30 cards plus one Leader outside the deck.

COPY LIMIT

Prototype limit: up to 3 copies of a card unless future rarity rules say otherwise.

AFFINITY

Unlimited access to your Leader's two power families, subject to copy limits.

OFF-AFFINITY

Maximum 6 cards outside your Leader's two Affinities. Neutral cards do not count toward this limit.

V0.3 DESIGN GOAL

CHOICES BEFORE
THE FIRST TURN.

V0.2 tested whether the board worked. V0.3 tests whether choosing a Leader meaningfully changes how a player builds, contests and wins.

RULES →    V0.2 CARDS →