FATE ✦PLAY NOW ↗

HOW TO PLAY · GAMEPLAY V3

Your chart is the class.
Your choices are the run.

01

Reveal your Build

Your symbolic chart deals five elemental scores, three Natal cards, a secondary element and a weak element. It changes strategy—not real life.

02

Read the Qi

Flow raises odds. Resonance strengthens a matching card. Defiance lowers odds but raises rewards. Element sequences trigger visible combos.

03

Play the hand

Your deck holds at most eight cards and your hand holds three. Play one card in a life scene or up to two against a Gate Boss.

04

Live with the result

Breakthrough, Success, Setback and Scar create different futures. Setbacks unlock Echoes; Scars add dangerous cards and recovery routes.

THE THREE RESOURCES

Success and failure both create strategy.

RESOLVE

Earned through commitment and success. Spend 3 after a Gate to upgrade a card, or 2 to recharge it.

SCARS

Failure history, not currency. Thresholds at 2, 4 and 6 unlock Scar cards, stranger routes and recovery endings.

FATE

Rare. Spent by Defiance cards to break requirements, reach locked paths, or rewrite a rule.

EIGHT DIFFERENT GATES

IThe ThresholdDraft
IIThe ClimbMomentum
IIIThe WagerStake
IVThe PromiseBond
VThe CrownPower Cost
VIThe LedgerCompound / Protect
VIIThe TurningDeck Transformation
VIIIThe Last LightReflection · No RNG

FIVE-ELEMENT COMBOS

WATERWOODReveal a route
WOODFIREReward surge
FIREEARTHStabilize risk
EARTHMETALWealth conversion
METALWATERAdapt the hand

PARALLEL LIFE

Change one real decision.

After the ending, choose one of your three major turning points. Fate copies the exact history before that moment, forces a different choice, and compares both completed lives.

THE LAST LIGHT

No roll. No card. One answer.

Your final value and the life you actually played determine a deterministic Life Title. The Memory Keeper then writes one cached biography; if AI fails, the ending still works.

DEAL MY HAND ↗