Prophecy of the Listener · Relicsong Card Game

How to Play

A short guide for your first game. You can learn it in five minutes.

Open the game

The goal

You are the Listener, singing against the Resonance Storm. It is a race.

You win when10 Resonance

Your song is strong enough to calm the sea.

You lose when10 Instability

Or when your Health drops to 0.

Your numbers

Resonance
Your progress. Get it to 10 to win.
Health
You start with 10. If it reaches 0, you lose.
Shield
Blocks damage before it hurts your Health. 1 Shield stops 1 damage.
Instability
How wild the Storm is. If it reaches 10, you lose.
Paradox
A bad thing. While it is above 0, matching your tone gives no bonus and you can't sing a Chorus. It drops by 1 at the end of each of your turns.
Intensity
How strong the Storm is. Once it is 2 or more, the Storm makes two moves each turn.

Your turn, step by step

  1. Read the Storm's warning. The red strip near the top shows exactly what the Storm will do when your turn ends, and which tone answers each move. Plan around it.
  2. Pick a tone. Tap one of the five tone buttons. Cards in your hand that match it will glow. Your first change each turn is free.
  3. Play up to 3 cards. Tap a card to play it. The three dots show how many plays you have left. You don't have to use all three.
  4. Hold a card if you like. Once a turn, press Hold a card (or H) and pick one to save for later. Holding doesn't use a play.
  5. Press End Turn. Your hand fills back up to 5 cards and Paradox drops by 1.
  6. The Storm makes its moves. It does what the warning said, minus anything you answered. Then it shows its next moves, and it's your turn again.

Tones: the one trick to learn

Every card has a tone. You have one active tone at a time.

CalmEmpatheticReflectiveCuriousVulnerable
Example. Your tone is Calm and you play Breath of Tide, which is a Calm card that gives 2 Resonance. It matches, so you get 3. If your tone had been Curious, you would get 2 and then lose 1, so only 1.

Simple habit: look at your hand, pick the tone that most of your best cards share, and stick with it for the turn. Switching back and forth will drain your Resonance.

Counter-song New

Each tone can answer one of the Storm's moves. When you play a card that matches your tone while that move is in the red strip, the move is softened. The chip turns green so you can see it worked.

Storm moveAnswered byWhat answering does
StrikeEmpatheticOnly 1 damage instead of 2
SwellVulnerableOnly +1 Instability instead of +2
FractureCalmCancelled
DiscordReflectiveCancelled
DrownCuriousCancelled

One card answers one move. Silence and Surge have no tone that answers them. A card in your hand that would answer a move shows an Answers tag.

Chorus New

Make all 3 of your plays in a turn match your tone while Paradox is 0, and you sing a Chorus. You then pick a reward: +1 Resonance or −1 Instability. The line next to your turn counter tracks how close you are.

Example. Your tone is Empathetic. You play Pulse of Crystal, Crystal Mask Fragment and Resonance Surge. All three match, so you get a Chorus. The first one also answered a warned Strike.

Attuned Relics New

After you play a Relic, the game asks if you want to attune it. An attuned Relic sits in your Relic slot instead of going to the discard, and its passive effect works every turn. You have one slot, so attuning a new Relic sends the old one to your discard.

A Fracture shatters your attuned Relic. Answer Fractures with a Calm card to protect it.

RelicWhile attuned
Breath-ShellEach Strike deals 1 less damage.
Crystal Mask FragmentGain 1 Shield at the start of each of your turns.
Drift-Spiral CharmYour hand fills to 6 cards instead of 5.
Tide-Bloom PendantYour first off-tone play each turn costs no Resonance.
Listener’s Archive ShardThe rising tide only comes in every other turn.

Held breath New

Once per turn you can set one card aside in the held breath slot. Press Hold a card (or H), then tap the card. It stays there until you tap it to play it, on any later turn.

What the Storm does

The Storm always warns you first. Its next moves appear in the red strip before you play, so nothing it does is a surprise. At Intensity 2 or more, it makes two moves.

MoveWhat happensAnswered by
SwellInstability goes up by 2.Vulnerable
Strike2 damage to you. Shield blocks it first.Empathetic
FractureParadox goes up by 1, and your attuned Relic shatters.Calm
SurgeIntensity goes up by 1.None
DiscordYour tone is forced to a random different one. You'll likely spend next turn's free change fixing it.Reflective
DrownA random card is swept from your hand into the discard pile.Curious
SilenceYou get only 2 plays next turn instead of 3.None
Rising tide. From turn 8 on, every Storm turn also adds 1 Instability, on top of its moves. The longer you play, the faster you lose. Push for the win before the tide comes in.

The cards

Your deck has 24 cards. There are four kinds:

Verse
Your everyday songs. Simple and safe. There are 5 of them, and you have 3 copies of each.
Relic
Treasures with a bit more power, often doing two things at once. You can attune them. One copy each.
Echo
Tricky cards that bend the rules, like changing your tone or setting off a random Verse. One copy each.
Event
Big, risky moves. Strong, but they come with a cost. One copy each.
CardToneWhat it does
Breath of TideCalm+2 Resonance
Pulse of CrystalEmpathetic+2 Shield
Drift of MemoryReflective+1 Resonance, draw 1 card
Bloom of LightCuriousDraw 2 cards
Listener’s EchoVulnerableInstability −2
Breath-ShellCalm+1 Resonance, +1 Shield, Paradox −1
Crystal Mask FragmentEmpathetic+2 Shield
Drift-Spiral CharmReflectiveDraw 2 cards
Tide-Bloom PendantCurious+1 Resonance, draw 1 card
Listener’s Archive ShardVulnerableInstability −3
Echo ReversalReflectiveYour tone changes to match the Storm’s Intensity (this doesn't use your free change), then draw 1 card
Glyph CascadeCuriousA random Verse goes off for free, then Paradox +1
Resonance SurgeEmpathetic+3 Resonance, but you take 1 damage
Calm the TempestCalmInstability −4, your turn ends, and the Storm skips its turn (its warned moves wait for the next one)

Voyage across Rahdaria New

Tap Mode at the top of the game to switch to a Voyage: three Storms in a row instead of one.

Reward cardKind and toneWhat it does
Whale-Song VerseVerse · VulnerableInstability −1, +1 Resonance
Deepglass VerseVerse · Reflective+1 Shield, draw 1 card
Coral LatticeRelic · Empathetic+1 Resonance, +1 Shield. Attuned: each Chorus also gives 1 Shield.
Tidewright’s BellRelic · CalmInstability −2. Attuned: each Swell adds 1 less Instability.
Lantern of RahdariaRelic · Curious+1 Resonance, draw 1 card. Attuned: Silence has no effect on you.
Mirror TideEcho · EmpatheticAnswers the next warned Storm move, whatever it is, then draw 1 card
Undertow EchoEcho · CalmDiscard your hand, then draw that many cards plus 1
Tharen’s HymnEvent · Reflective+4 Resonance, but Instability +2

How to win, step by step

  1. Build Resonance every turn. Breath of Tide, Drift of Memory, Tide-Bloom Pendant, Breath-Shell and Resonance Surge all add to it. Get to 10 and you win.
  2. Pick one tone and commit. A matching card gives +1 extra Resonance, and three matching plays make a Chorus. A card that doesn’t match costs you 1, and so does every tone change after your first.
  3. Answer the warning. If a Strike is coming, play Shield or an Empathetic card. If a Swell is coming and Instability is already high, lower it now or answer it with a Vulnerable card.
  4. Keep the Storm in check. When Instability climbs past 5, spend a play lowering it with Listener’s Echo, the Archive Shard or Calm the Tempest.
  5. Finish before turn 8. After that, the rising tide adds Instability every turn.

Difficulty levels

Tap the Difficulty button at the top of the game to pick a level. Picking one starts a new game, and the game remembers your choice. Everything in this guide describes Listener, the standard level.

LevelWhat changesScore
Novice12 Health. Two free tone changes a turn. The Storm never uses Drown or Silence. Rising tide from turn 10.×0.5
ListenerThe standard game. 10 Health, one free tone change, rising tide from turn 8.×1
Abyss8 Health. Instability starts at 2. The Storm makes two moves from turn 1. Rising tide from turn 7.×1.5
Maelstrom7 Health. Instability starts at 3. Two Storm moves from turn 1. No free tone change at all. Rising tide from turn 6.×2

Scores and the leaderboard

When a game ends, you get a score and can save it under any name you choose. The leaderboard shows the top 10, and each player keeps only their best.

A win
1000 points, plus 40 for every turn under 25, plus 25 for each Health and 10 for each Shield you have left.
A loss
50 points for each Resonance you reached, plus 10 for each turn you survived.
A Voyage
Each calmed Storm is worth 800, plus 30 for every turn under 15 in that Storm. Finishing all three adds 25 for each Health and 10 for each Shield left. If you fall, you keep the points for Storms already calmed, plus 50 per Resonance and 10 per turn survived.

The total is then multiplied by your difficulty, so a Maelstrom win counts double. Fast wins with Health to spare on hard levels score the most. Saving needs you to be signed in to Claude with permission to save on this game.

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