Serpentine Squiggles

New Keywords

Rewind X: Reset the state of combat to what it was X plays ago.

Travel: Reset the state of combat to before or after specific card play. (Tip: enemies cannot be revived by either effect.)

Absolute: This card will be unaffected by rewinding or traveling.

Contingent: This card will be exhausted when you rewind or travel, even if not in your hand.

Retain: Retained cards are kept in the hand when rewinding or traveling.

Unstable X: Take X damage whenever you rewind or travel. Value does not change upon rewinding or traveling. (Tip: unstable damage is applied after combat is reset.)

Unmoored X: HP, block, buff, debuffs and card piles (if applicable) are unchanged the next X times you rewind or travel.

Defer: Damage and debuffs that are deferred take effect at the end of that combatant’s turn.

Stasis: Defer all damage and debuffs.

Retrocausal X: When you rewind or travel, add a Paradox into your discard pile and lose 1 retrocausal.

Erase: Undoes the effect of an enemy action or card play. Does not undo knock​-​on effects and does not change the placement of cards; if this would create apparent contradictions (e.g., different cards would have been drawn), gain 1 retrocausal.

Repeat: Effects of a certain play happens again, or an enemy repeats their action.

Grace X: When you die, gain X HP and lose this buff.

Now: Whenever a card was played, for the purposes of travel effects.

Relics

Grandfather’s Timepiece: starting relic. Before you would die, travel to the start of combat, gain 1 retrocausal, and chose 1 of 3 cards to add to your hand. (Works once)

Grandson’s Timepiece: replaces starting relic. Start each combat with 1 grace. When you die, travel to the start of combat, gain 1 retrocausual, chose 1 of 3 cards to add to your hand, and add a Doom to your discard pile.

Blade of Frozen Time: When you attack an enemy, apply 2 Unstable.

Crooked Clock: Every 12 cards you play, end your turn and gain 2 Strength. (available for all characters)

Whispering Shell: When a paradox is in the top 5 cards of your draw pile, add an Omen to your hand.

Omen: Unplayable. Ephemeral.

Weave of Fate: Whenever you rewind or travel, gain 4 Block.

Portal Loop: (boss relic) Whenever you gain energy during your turn, gain 1 energy.

Status

Paradox: Unplayable. Retain. Absolute. At the end of your turn, die.

Doom: status. Unplayable. Die at the end of your turn. (Tip: Like Blasphemy, these simply do enough damage to always kill you. intangibility, buffer, and extra lives will allow survival.)

Starters

The Preposteriat starts with 4 strikes, 4 defends, 1 Future Sight, and 1 Unravel.

Future Sight: skill, cost 2. Choose a card in your hand to retain. Travel to the start of last turn. Discard 1 card.

Future Sight+: skill, cost 2. Choose a card in your hand to retain. Travel to the start of last turn. Choose a card to put on top of your draw pile.


Unravel: attack, cost 2. Deal 8 damage. Apply 4 Unstable.

Unravel+: attack, cost 2. Deal 10 damage. Apply 6 unstable.


Common Cards

Attacks

Death Knell: attack, cost 0. Deal 5 damage. Next time you shuffle your draw pile, return this card to your hand.

Death Knell+: attack, cost 0. Deal 8 damage. Next time you shuffle your draw pile, return this card to your hand.


Echo Blast: cost 2. Deal 3 damage for each rewind or travel effect this combat.

Echo Blast+: cost 2. Deal 3 damage for each rewind or travel effect this combat. Apply 3 unstable.


Entangle: cost 1. Deal 4 damage. Apply 1 unmoored.

Entangle+: cost 1. Deal 8 damage. Apply 2 unmoored.


Jump Cut: cost 1. Deal 5 damage. Play a random card in your hand. End your turn.

Jump Cut+: cost 1. Deal 7 damage. Play a random card in your hand.


Fateful Blow, cost 1. Ephemeral. Contingent. Deal 10 damage. Gain 10 block.

Fateful Blow+, cost 1. Ephemeral. Contingent. Deal 14 damage. Gain 14 block.


Mirror Strike: cost 0. If the enemy intends to attack, deal damage equal to their intent.

Mirror Strike+: cost 0. If the enemy intends to attack, deal damage equal to their intent. Otherwise gain 1 Strength.


Loop Attack: cost 1. Deal 6 damage. Apply 1 unmoored. Rewind 1. Loop Attack+: cost 1. Deal 9 damage. Apply 1 unmoored. Rewind 1.


Rectify: cost 1: Deal 5 damage. If enemy has unstable, gain 1 energy, rewind 1 and discard this card.

Rectify+: cost 1: Deal 8 damage. If enemy has unstable, gain 1 energy, rewind 1 and discard this card.


Sever Strand: cost 1: Contingent. Deal 10 damage. Apply 1 unmoored. Sever Strand+: cost 1: Contingent. Deal 12 damage. Apply 2 unmoored.

Skills

Blur of Possibilities: skill, cost 2. Gain 1 Unmoored. After you play 1 card, rewind 1 and gain 8 block.

Blur of Possibilities+: skill, cost 2. Gain 1 Unmoored. After you play 2 cards, rewind 2 and gain 10 block.


Clairvoyance: cost 1. Draw 1 card. If you don’t play that card next, put it on top of your draw pile.

Clairvoyance+: cost 1. Draw 1 card. If you don’t play that card next, put it on top of your draw pile and gain 1 energy.


Grandfather: skill, cost 1. Choose a played card from your discard pile. Erase its last play. Return that card to your hand. Gain 1 energy. Exhaust.

Grandfather+: skill, cost 0. Choose a played card from your discard pile or exhaust pile. Erase its last play. Return that card to your hand. Gain 1 energy. Exhaust.


Precognition: cost 0. Choose a card from your draw pile. If you draw it next turn, gain 1 energy.

Precognition+: cost 0. Choose a card from your draw pile. If you draw it next turn, gain 2 energy.


Perfect Memory: skill, cost 1. Choose any played card from your discard pile. Play it again. Exhaust.

Perfect Memory+: skill, cost 1. Choose any play edcard from your discard pile or exhaust pile. Play it again. Exhaust.


Probability Manipulation: skill, cost 0. Choose three cards from your draw pile. One of them is put on top of your draw pile. Draw 1 card.

Probability Manipulation+: skill, cost 0. Choose three cards from your draw pile. All of them are put on top of your draw pile. Draw 1 card.


Seal Away: skill, cost 1. Contingent. Create a Time Capsule with a card from your hand.

Seal Away+: skill, cost 1. Contingent. Create a Time Capsule with any number of cards from your hand.

Time Capsule: skill, cost 0. Absolute. Add [card] to your hand.


Turn Back Time: skill, cost 2. Absolute. Travel to the last time your draw pile was shuffled. Exhaust.

Turn Back Time+: skill, cost 2. Absolute. Chose any card from your discard or exhaust pile. Travel to before that card was played. Exhaust.


Untether: cost 1. Gain 1 Unmoored and 8 block.

Untether+: cost 1. Gain 2 Unmoored and 8 block.


Uncommon Cards

Attacks

Bleed the Future: cost 2. Deal 16 damage. Choose a card from your draw pile and exhaust it.

Bleed the Future+: cost 2. Deal 20 damage. Choose a card from your draw pile and exhaust it.


Counterfactual Onslaught: skill, cost 3. Absolute. Gain 2 energy. Deal 8 damage. Apply 1 Unmoored. At the end of your turn, travel to before this card is played. Exhaust.

Counterfactual Onslaught+: skill, cost 3. Absolute. Gain 3 energy. Deal 12 damage. Apply 1 Unmoored. At the end of your turn, travel to before this card is played. Exhaust.


Cruelty of Time: cost 2. Deal damage equal to total damage dealt this combat. When you shuffle your draw pile, the cost of this card increases by 1.

Cruelty of Time+: cost 1. Deal damage equal to total damage dealt this combat. When you shuffle your draw pile, the cost of this card increases by 1.


Dead Man’s Switch: cost 3. Retain. Deal 20 damage. When retained, gain 2 grace and and draw 1 card fewer next turn. When you die, play this card and exhaust it.

Dead Man’s Switch+: cost 2. Retain. Deal 20 damage. When retained, gain 3 grace and and draw 1 card fewer next turn. When you die, play this card and exhaust it.


Punish: cost 0. Deal 4 damage and apply 1 weak. When this enemy attacks you, add a copy of this card to your hand. Exhaust.

Punish+: cost 0. Deal 8 damage and apply 1 weak. When this enemy attacks you, add a copy of this card to your hand. Exhaust.


Tear the Fabric: cost 1. Deal 10 damage. Add a Time Rift to your discard pile.

Tear the Fabric: cost 1. Deal 15 damage. Add a Time Rift to your discard pile.

Time Rift: Unplayable. Contingent. Ephemeral. Erase the next card you play and discard.


Skills

Acausal Trade: cost X. Gain X energy twice. Next X turns, gain 1 energy less.

Acausal Trade+: cost X. Gain X+1 energy twice. Next X+1 turns, gain 1 energy less.


Destiny Bond: cost 3. Apply unstable equal to target’s HP. Gain unstable equal to unstable applied.

Destiny Bond+: cost 2. Apply unstable equal to target’s HP. Gain unstable equal to unstable applied.


Fate’s Reminder: cost 2. Shuffle a Repetition with the effect of the next card you play into your draw pile.

Fate’s Reminder: cost 2. Shuffle a Repetition with the effect of the next 2 cards you play into your draw pile.

Repetition: cost 1. Ethereal. Absolute. [effect]. Exhaust.

Repetition+: cost 1. Absolute. [effect]. Exhaust.


Future Self: skill, cost 3. Add a copy of a random card in your hand to your draw pile.

Future Self+: skill, cost 3. Choose a card in your hand and add a copy to your draw pile.


History Repeats: skill, cost 4. Repeat the actions of last turn. ALL enemies Repeat the actions of last turn. Exhaust.

History Repeats+: skill, cost 3. Repeat the actions of last turn. ALL enemies Repeat the actions of last turn. Exhaust.


Just Dodge: cost 2. Gain block equal damage this enemy intends to deal. Exhaust.

Just Dodge+: cost 2. Gain block equal damage this enemy intends to deal.


Metaknowledge: Unplayable. Contingent. When this card is exhausted, shuffle an Exploit Weakpoint into your draw pile.

Metaknowledge+: Unplayable. Contingent. When this card is exhausted, shuffle an Exploit Weakpoint+ into your draw pile.

Exploit Weakpoint: cost 1. Apply 1 vulnerable, 1 weak, and ​-​1 strength. Exhaust.

Exploit Weakpoint+: cost 1. Apply 2 vulnerable, 2 weak, and ​-​2 strength. Exhaust.


Precommit: cost 1. Contingent. Choose a card from your draw pile and play it. Replace it with a Precommitment with the same cost. Precommit: cost 1. Choose a card from your draw pile and play it. Replace it with a Precommitment+ with the same cost.

Precommitment: cost ?. While this card is in your hand, you cannot play other cards. Exhaust.

Precommitment+: cost ?. While this card is in your hand, you cannot play other cards. When you draw this card, draw another card. Exhaust.


Simulation: cost 2. Absolute. Gain 1 retrocausal. Next time you shuffle your draw pile, travel to now and lose 1 retrocausal. Exhaust. Simulation+: cost 2. Absolute. Gain 1 retrocausal. Put a Retry at the bottom of your draw pile. Exhaust.

Retry: skill, cost 0. Ethereal. Contingent. Travel to when this card was created and lose 1 retrocausal.

Retry+: skill, cost X. Ethereal. Contingent. Travel to when this card was created and lose 1 retrocausal. Gain X energy.


Singularity: cost 0. Deal 2 damage. Gain 2 block. Double these values and increase cost by 1 permanently. Exhaust. Can be upgraded any number of times.

Singularity+: cost ​-​1. Deal 2 damage. Gain 2 block. Double these values and increase cost by 1 permanently. Exhaust. Can be upgraded any number of times.


Sixth Sense: cost 1. If there is a Paradox or Doom in the top 5 cards of your draw pile, you may choose any number of cards to put on top of your draw pile.

Sixth Sense+: cost 0. If there is a Paradox or Doom in the top 5 cards of your draw pile, you may choose any number of cards to put on top of your draw pile.


Soft Lock: Unplayable. After playing a card, erase that play.

Soft Lock+: Unplayable. After playing a card, erase that play and gain 1 energy.


Splinterpoint: skill, cost 1. Next time you rewind or travel, travel to now instead.

Splinterpoint+: skill, cost 0. Next time you rewind or travel, travel to now instead.


Time Bubble: cost 3. End your turn. Gain stasis.

Time Bubble+: cost 2. End your turn. Gain stasis.


Time Dilation: cost 2. Apply slow to ALL enemies. Exhaust.

Time Dilation+: cost 1. Apply slow to ALL enemies. Exhaust.


Weight of History: skill, cost 2. Gain block equal to total block gained this combat. When you shuffle your draw pile, the cost of this card increases by 1.

Weight of History+: skill, cost 1. Gain block equal to total block gained this combat. When you shuffle your draw pile, the cost of this card increases by 1.


Powers

Butterfly Effect: cost 2. When you rewind or travel, replace a random card in your hand with a random card. It costs 0 this turn. Butterfly Effect+: cost 2. When you rewind or travel, choose a card in your hand to replace with a random card. It costs 0 this turn.


Chaos Theory: cost 2. After you rewind or travel, shuffle your discard pile into your draw pile, and draw 1 card.

Chaos Theory+: cost 1. After you rewind or travel, shuffle your discard pile into your draw pile, and draw 1 card.


Entropy: cost 2. Deal 1 damage to ALL enemies every time you draw a card.

Entropy+: cost 2. Deal 2 damage to ALL enemies every time you draw a card.


Guided by Fate: cost 0. Hide enemy intents. You can no longer play cards. At the end of your turn, select up to 3 cards to be played. Guided by Fate+: cost 0. You can no longer play cards. At the end of your turn, select up to 4 cards to be played.


Interference: cost 1. When you rewind or travel, randomize the cost of all cards in your hand.

Interference+: cost 0. When you rewind or travel, randomize the cost of all cards in your hand.


Mother of Learning: cost 1. When you travel, gain 1 Strength and 1 Dexterity.

Mother of Learning+: cost 1. When you travel, gain 1 Strength and 1 Dexterity. Gain 1 Unmoored.


The Clock is Tickingcost 2. Gain 1 energy at the start of your turn. Gain 4 Unstable at the end of your turn.

The Clock is Ticking: cost 2. Gain 1 energy at the start of your turn. Gain 2 Unstable at the end of your turn.


Rare Cards

Attacks

Apocalypse: cost 1. Deal 15 damage to ALL enemies for each Paradox or Doom in your draw pile.

Apocalypse+: cost 1. Deal 15 damage to ALL enemies for each Paradox or Doom created this combat.


Rewrite History: cost 4. Contingent. Deal 12 damage. If fatal, chose a card from your hand to remove from your deck. Add a Paradox to your hand.

Rewrite History+: cost 3. Contingent. Deal 16 damage. If fatal, chose a card from your hand to remove from your deck. Add a Paradox to your hand.


Soulkill: 0 cost. Contingent. Deal 999 damage. Remove this card from your deck.

Soulkill+: 0 cost. Contingent. Deal 999 damage to ALL enemies. Remove this card from your deck.


Temporal Rush: cost 3. Deal 20 damage. Attacks cost 0 this turn. When you play an attack this turn, exhaust it.

Temporal Rush+: cost 2. Deal 20 damage. Attacks cost 0 this turn. When you play an attack this turn, exhaust it.


Skills

5D Chess: skill, cost 2. Choose a card. It is played twice the next time you play this card. Exhaust.

5D Chess+: skill, cost 2. Retain. Choose up to 2 cards. They are played twice the next time you play this card. Exhaust.


Abandon Timeline: cost X. Transform X Paradoxes into Dooms. Gain 6 Unstable X times.

Abandon Timeline+: cost X. Transform X+1 Paradoxes into Dooms. Gain 4 Unstable X times.


Bootstrap: cost 1. Choose a card from your draw pile and add a copy of it to your hand. When the original is drawn, exhaust it.

Bootstrap+: cost 1. Choose a card from your draw pile and add a copy of it to your hand.


Buy Time: cost 0. All paradoxes in your draw pile are moved to your discard pile. The cost of this card increases every time you shuffle your draw pile.

Buy Time+: cost 0. Shuffle your discard pile into your draw pile. All paradoxes in your draw pile are moved to your discard pile. The cost of this card increases every time you shuffle your draw pile.


Heat Death: cost 4. Exhaust all cards in your draw pile. Exhaust all cards in your discard pile. Exhaust.

Heat Death+: cost 3. Exhaust all cards in your draw pile. Exhaust all cards in your discard pile. Exhaust.


King Crimson: cost 4. Erase all plays and enemy actions from last turn. Exhaust.

King Crimson+: cost 3. Erase all plays and enemy actions from last turn. Exhaust.


Legacy: cost 2. Every time you play this card, the effect of the next card you play is repeated each time you play this card. Legacy+: cost 1. Every time you play this card, the effect of the next card you play is repeated each time you play this card.


Supertask: cost X. Apply 1 Stasis to ALL enemies. Gain 1 energy. Any card you play this turn takes effect X times.

Supertask+: cost X. Apply 1 Stasis to ALL enemies. Gain 2 energy. Any card you play this turn takes effect X times.


Roko’s Folly: skill, cost 2. Add a Hard Takeoff to your hand. Put a Basilisk at the bottom of your draw pile

Roko’s Folly+: skill, cost 1. Add a Hard Takeoff to your hand. Put a Basilisk at the bottom of your draw pile

Hard Takeoff: skill, cost 0: Deal 2 damage. Upgrade this card for this combat. Increase the cost of this card by 1. Shuffle this card into your draw pile. Can be upgraded any number of times. [When upgraded, damage dealt is doubled.]

Basilisk: Unplayable. Retain. If you played a Hard Takeoff+++++ this combat, add a C.E.V. to your hand and Exhaust. Otherwise, take 12 damage at the end of your turn.

C.E.V.: power, cost 1. Gain 8 Metalicize. Gain 5 regen. At the end of your turn, deal 6 damage to ALL enemies. At the start of your turn, gain 1 energy.


To Begin Again: cost 4. Absolute. Discard your hand. Shuffle your exhaust pile into your draw pile. Shuffle your discard pile into your draw pile. End your turn. Take another turn. Exhaust.

To Begin Again+: cost 3. Absolute. Discard your hand. Shuffle your exhaust pile into your draw pile. Shuffle your discard pile into your draw pile. End your turn. Take another turn. Exhaust.


Time Is Healing: cost 1. Exhaust the next Paradox you would draw. Permanently increase the cost of this card by 1.

Time Is Healing+: cost 1. Exhaust every Paradox in your draw pile. Permanently increase the cost of this card by 1.


Powers

Fate’s Blessing: cost 1. Lose 8 Unstable, minus the number of Paradoxes created this combat.

Fate’s Blessing+: cost 1. Lose 8 Unstable, minus the number of Paradoxes in your draw pile.


Hard Reset: cost 3. Gain 1 retrocausal. Before you would die, gain 12 Unstable and travel to now.

Hard Reset+: cost 3. Gain 1 retrocausal. Before you would die, gain 8 Unstable and travel to now.


Mess With Time: cost 4. Absolute. Gain 1 retrocausal. When you receive unblocked damage, erase the attack that dealt it and add a Paradox into your discard pile. Gain 4 Unstable at the start of your turn.

Mess With Time+: cost 4. Absolute. Gain 1 retrocausal. When you receive unblocked damage, erase the attack that dealt it and shuffle a Doom into your discard pile. Gain 4 Unstable at the end of your turn.


Revisionist: cost 1. Contingent. The next attack that would kill you is erased. Gain Unstable equal to damage you would have receive. Revisionist+: cost 1. Contingent. The next 2 attacks that would kill you are erased. Gain Unstable equal to damage you would have receive.


To Fight Fate: cost 3. At the start of your turn, remove a Paradox or a Doom from your draw pile. When you play a card, exhaust it and take 2 damage.

To Fight Fate+: cost 2. At the start of your turn, remove a Paradox or a Doom from your draw pile. When you play a card, exhaust it and take 1 damage.


Last Laugh: power, cost 1. Gain 2 Grace. Permanently increase the cost of this card by 1. Exhaust.

Last Laugh+: cost 0. Gain 4 Grace. Permanently increase the cost of this card by 1.


Prophecy: cost 2. At the start of your turn, ALL enemies gain 3 Unstable.

Prophecy+: cost 2. At the start of your turn, ALL enemies gain 6 Unstable.


Prophet Form: power, cost 3. At the start of your turn, lose 4 HP. Gain 2 grace at the end of your turn.

Prophet Form+: power, cost 3. At the start of your turn, lose 2 HP. Gain 2 grace at the end of your turn.


Rivers of Time: cost 2. Whenever you rewind or travel, if you have Unstable, reduce your Unstable by 3.

Rivers of Time+: cost 2. Whenever you rewind or travel, if you have Unstable, reduce your Unstable by 6.


Shadow Out of Time: cost 2. Erase every play you have made. Erase every action an enemy has taken. Gain 1 intangible.

Shadow Out of Time+: cost 2. Erase every play you have made. Erase every action an enemy has taken. Gain 2 intangible.


Strange Aeons: cost 4. Shuffle your discard pile into your draw pile. Gain 1 Stasis at the end of your turn until you shuffle your draw pile. Exhaust.

Strange Aeons+: cost 3. Shuffle your discard pile into your draw pile. Gain 1 Stasis at the end of your turn until you shuffle your draw pile. Exhaust.


The End of Time: cost 4. Absolute. Put a Paradox in your hand. All cards cost 0.

The End of Time+: cost 3. Absolute. Put a Paradox in your hand. All cards cost 0.