A short guide for your first game. You can learn it in five minutes.
Open the gameYou are the Listener, singing against the Resonance Storm. It is a race.
Your song is strong enough to calm the sea.
Or when your Health drops to 0.
Every card has a tone. You have one active tone at a time.
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.
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 move | Answered by | What answering does |
|---|---|---|
| Strike | Empathetic | Only 1 damage instead of 2 |
| Swell | Vulnerable | Only +1 Instability instead of +2 |
| Fracture | Calm | Cancelled |
| Discord | Reflective | Cancelled |
| Drown | Curious | Cancelled |
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.
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.
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.
| Relic | While attuned |
|---|---|
| Breath-Shell | Each Strike deals 1 less damage. |
| Crystal Mask Fragment | Gain 1 Shield at the start of each of your turns. |
| Drift-Spiral Charm | Your hand fills to 6 cards instead of 5. |
| Tide-Bloom Pendant | Your first off-tone play each turn costs no Resonance. |
| Listener’s Archive Shard | The rising tide only comes in every other turn. |
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.
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.
| Move | What happens | Answered by |
|---|---|---|
| Swell | Instability goes up by 2. | Vulnerable |
| Strike | 2 damage to you. Shield blocks it first. | Empathetic |
| Fracture | Paradox goes up by 1, and your attuned Relic shatters. | Calm |
| Surge | Intensity goes up by 1. | None |
| Discord | Your tone is forced to a random different one. You'll likely spend next turn's free change fixing it. | Reflective |
| Drown | A random card is swept from your hand into the discard pile. | Curious |
| Silence | You get only 2 plays next turn instead of 3. | None |
Your deck has 24 cards. There are four kinds:
| Card | Tone | What it does |
|---|---|---|
| Breath of Tide | Calm | +2 Resonance |
| Pulse of Crystal | Empathetic | +2 Shield |
| Drift of Memory | Reflective | +1 Resonance, draw 1 card |
| Bloom of Light | Curious | Draw 2 cards |
| Listener’s Echo | Vulnerable | Instability −2 |
| Breath-Shell | Calm | +1 Resonance, +1 Shield, Paradox −1 |
| Crystal Mask Fragment | Empathetic | +2 Shield |
| Drift-Spiral Charm | Reflective | Draw 2 cards |
| Tide-Bloom Pendant | Curious | +1 Resonance, draw 1 card |
| Listener’s Archive Shard | Vulnerable | Instability −3 |
| Echo Reversal | Reflective | Your tone changes to match the Storm’s Intensity (this doesn't use your free change), then draw 1 card |
| Glyph Cascade | Curious | A random Verse goes off for free, then Paradox +1 |
| Resonance Surge | Empathetic | +3 Resonance, but you take 1 damage |
| Calm the Tempest | Calm | Instability −4, your turn ends, and the Storm skips its turn (its warned moves wait for the next one) |
Tap Mode at the top of the game to switch to a Voyage: three Storms in a row instead of one.
| Reward card | Kind and tone | What it does |
|---|---|---|
| Whale-Song Verse | Verse · Vulnerable | Instability −1, +1 Resonance |
| Deepglass Verse | Verse · Reflective | +1 Shield, draw 1 card |
| Coral Lattice | Relic · Empathetic | +1 Resonance, +1 Shield. Attuned: each Chorus also gives 1 Shield. |
| Tidewright’s Bell | Relic · Calm | Instability −2. Attuned: each Swell adds 1 less Instability. |
| Lantern of Rahdaria | Relic · Curious | +1 Resonance, draw 1 card. Attuned: Silence has no effect on you. |
| Mirror Tide | Echo · Empathetic | Answers the next warned Storm move, whatever it is, then draw 1 card |
| Undertow Echo | Echo · Calm | Discard your hand, then draw that many cards plus 1 |
| Tharen’s Hymn | Event · Reflective | +4 Resonance, but Instability +2 |
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.
| Level | What changes | Score |
|---|---|---|
| Novice | 12 Health. Two free tone changes a turn. The Storm never uses Drown or Silence. Rising tide from turn 10. | ×0.5 |
| Listener | The standard game. 10 Health, one free tone change, rising tide from turn 8. | ×1 |
| Abyss | 8 Health. Instability starts at 2. The Storm makes two moves from turn 1. Rising tide from turn 7. | ×1.5 |
| Maelstrom | 7 Health. Instability starts at 3. Two Storm moves from turn 1. No free tone change at all. Rising tide from turn 6. | ×2 |
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.
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.