Prophecy of the ListenerRelicsong Card Game. Align your tone, steady the paradox, and outsing the Resonance Storm.

Rules for beginners
Your Resonance0 / 10 to win
Health 10 Shield 0
Storm Instability0 / 10 you lose
Intensity 1 Paradox 0
The Storm prepares
Active Tone Cards that match your tone glow. Each number is how many cards in your hand match.
Your Hand Turn 1
Draw Pile
0
Discard reshuffles in when this runs out.
Discard
Event Log
Leaderboard: top 10 Loading scores…
    How to play and card index

    Goal: reach 10 Resonance before Storm Instability reaches 10 or your Health hits 0.

    Each turn you can play up to 3 cards. Click a card to play it, or press keys 1 to 7. Then press End Turn (or E), and the Storm acts. In a Voyage, you face three Storms in a row.

    Tone matters. Pick a tone with the buttons above. Playing a card that matches your tone gives +1 extra on any Resonance it grants, as long as Paradox is 0. Playing a card that does not match costs 1 Resonance.

    Changing tone: on Listener, your first tone change each turn is free. Every extra change costs 1 Resonance, or adds 1 Paradox if you have no Resonance to pay.

    Difficulty: use the Difficulty button to pick Novice (score ×0.5), Listener (×1), Abyss (×1.5) or Maelstrom (×2). Harder levels give you less Health, start the storm stronger, bring the rising tide sooner and, on Maelstrom, take away your free tone change. Changing difficulty starts a new game.

    The Storm shows its next moves in the red strip before it acts. Swell raises Instability by 2, Strike hits you for 2 (Shield absorbs it first), Fracture adds Paradox, Surge raises its Intensity, Discord forces a random tone on you, Drown throws away a random card from your hand, and Silence leaves you only 2 plays next turn. At Intensity 2 or more it makes two moves a turn.

    Rising tide: from turn 8 on (sooner on harder levels), every storm turn also adds 1 Instability. Don't stall.

    Counter-song: each tone answers one Storm move. Play a card that matches your tone while its move is warned, and that move is softened: Empathetic turns a Strike into 1 damage, Vulnerable turns a Swell into +1, Calm cancels Fracture, Reflective cancels Discord and Curious cancels Drown. One card answers one move.

    Chorus: make all 3 of your plays in a turn match your tone while Paradox is 0, and you choose +1 Resonance or −1 Instability.

    Attuned Relics: after you play a Relic you can attune it instead of discarding it. It sits in your Relic slot and gives its passive effect every turn until a Fracture shatters it. You have one slot; attuning a new Relic sends the old one to your discard.

    Held breath: once per turn, press Hold a card (or H) and pick a card. It waits in the held slot, safe from Drown, and doesn't count toward your 5-card hand. Click it to play it on any later turn.

    Voyage: switch Mode to Voyage to sing through three Storms in a row. After each calmed Storm you add one new card to your deck, heal 2 Health and keep the rest. Each Storm starts a little wilder. Your score adds up across all three.

    Scoring: a win is worth 1000, plus 40 for every turn under 25, plus 25 per Health and 10 per Shield left. A loss scores 50 per Resonance reached plus 10 per turn survived. The total is then multiplied by your difficulty. The leaderboard keeps each player's best.