
LEADER
AUTHORITY + KNOWLEDGE
THE HEIR
Once per turn, after one of your Records becomes Verified, gain 1 Authority.
PROTOTYPE V0.3 · SYSTEM EXPANSION
Leader Affinity, three new keywords, Legacy, and a 36-card shared pool turn the first prototype into a real deck-building system.
LEADER AFFINITY
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.





KEYWORDS
Change a Disputed Record to Verified.
Change a Verified Record to Disputed.
Remove Suppressed from a System.
An ability triggered when the named card or condition leaves a lasting consequence.
36-CARD SHARED POOL
2 Authority
Your next System this turn costs 1 less.
2 Authority
Opposing Figures entering this zone during the Action step enter Suppressed until end of turn.
3 Authority
While you control Council District, Legitimacy requires 7 instead of 8 combined Authority + Influence.
Reduce one Influence gain that just occurred by 2, minimum 0. Draw 1.
Dispute one opposing Verified Record until the start of your next turn.
1 Knowledge
If your Leader has Authority affinity, gain 1 Authority when this becomes Verified.
Choose a Figure. It gains +2 Authority until end of turn.
2 Knowledge
Legacy — when an Authority Figure you control leaves play, Verify this Record.
2 Influence
While another friendly Figure is here, this gets +1 Influence.
3 Influence
The first Figure you play here each turn costs 1 less.
3 Influence
At end of turn, if 3+ friendly Figures are here, gain 1 Influence.
Gain 1 Influence for each Verified Record you control, maximum 3.
Suppress an opposing Figure with Authority. If you control a Verified Record, draw 1.
1 Influence
Once per turn, after you Verify a Record, move one friendly Figure one zone.
1 Knowledge
When Verified, if you control Lower City, gain 2 Influence.
Legacy — when one of your Figures leaves a contested zone, gain 1 Influence.
2 Infrastructure
Exhaust: Repair one System you control.
2 Infrastructure
Once per turn, one of your Figures may move one additional zone.
4 Infrastructure
At start of turn, gain 1 temporary Resource.
Repair one System; it gets +1 Infrastructure until end of turn.
Suppress one opposing System in a contested zone until its controller's next turn.
2 Infrastructure
The first time each turn a Figure moves through this zone, draw then discard 1.
Move up to 2 Infrastructure power from one of your Systems to another zone until end of turn.
2 Infrastructure
Legacy — when this becomes Suppressed, gain 1 Knowledge.
1 Knowledge
If you already control another Record when played, draw 1.
1 Knowledge
When played, Verify a Disputed Record or Dispute a Verified Record until end of turn.
1 Knowledge
When played, create a Pamphlet Record token with 1 Knowledge.
2 Knowledge
When this enters a contested zone, draw 1 then discard 1.
2 Knowledge
Exhaust: resolve the non-victory text of a Record you played from hand this turn again.
3 Knowledge
If opponent has more Authority than you when played, draw 2.
2 Knowledge
When Verified, Dispute another Record. When this becomes Disputed, draw 1.
1 Knowledge
If this is your third Verified Record, gain 1 temporary Resource.
1 Infrastructure
While this zone is uncontested, gets +1 Infrastructure.
Move one Figure you control to an adjacent zone without using its normal movement.
Dispute one Record until end of turn.
1 Knowledge
When Verified, Repair one System you control.
DECK CONSTRUCTION
Exactly 30 cards plus one Leader outside the deck.
Prototype limit: up to 3 copies of a card unless future rarity rules say otherwise.
Unlimited access to your Leader's two power families, subject to copy limits.
Maximum 6 cards outside your Leader's two Affinities. Neutral cards do not count toward this limit.
V0.3 DESIGN GOAL
V0.2 tested whether the board worked. V0.3 tests whether choosing a Leader meaningfully changes how a player builds, contests and wins.