LF A TALE FROM JAPAN
Legal
Fiction.
A different rule. A different night.
Choose your guests. Borrow a name. Change the rules of the night.
1 Make a rule2+ Welcome a visitor4, 6 & 7 Face three bosses
Where does your tale begin?
Two European tales. Choose either before you begin.
Opening words
Solo · seven watches, then optional endless · no account required
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Play the poker edition ↗A small change in wording.
A considerable change in fortune.
PRACTICE · 1 OF 7
A few guests. One good hand.
Try a short practice tale with your chosen deck.
Practice hand · your run is untouched
THIS HAND
Choose your guests
Your score updates before you play.
Legal Fiction
FIRST WATCH
Your run
Your deck · 52 cards
Cards are grouped by being and realm, never by draw order.
Beings
Realms
THE NEXT WATCH
Whose lantern will you follow?
Choose a target and a reward for this round.
Choose afresh each round. All invitations pay for unused hands and discards, plus interest. Your choice locks before the cards are dealt.
Carried through the night
0 / 2 pockets filledBEFORE THE HAND · FREE PREPARATION
Set the terms of the night.
Guests kept from the last hand
YOUR STARTING KEEPSAKE
How it works
Promise a gathering before the deal.
Choose a few guests. Matching beings or realms can score more. The strip shows your score before you commit; Tell this hand plays the selection.
Choose your guests.
0 / 5 chosen·16 in deck
Straight: five consecutive ranks. A–2–3–4–5 or 10–J–Q–K–A work; ranks never wrap. Different realms can join the same Straight.
1–9 select cards · 0 selects card 10
Choose up to five. Held guests may still have a part to play.
Set your rules.
FREE CHANGESYour rules already work. Tap a slot to try something different.
Choose a replacement
Choose a rule to use now, or select cards for an optional score preview. Nothing changes until you use it.
Choose a rule to compare.
Your Rulebook
1 PUSH LEFTYour rules already work. To change them, tap a word and preview a direction.
THE RULEBOOK OPENS
Same rules. Now you can move the words.
Keep the sentences you know, or join different words to make a new rule. Every complete rule is explained beside the board.
Join words without gaps · read across → or down ↓Swipe across to see the whole board.
Spare words
With a word selected: arrow keys preview a push · Esc cancels
PREVIEW · NOTHING SPENT
How words become rules
Words must touch in one row or column: a subject, a verb, and an effect. LOITERS, LIES, ENCORES, INHERITS, and GOSSIPS need no effect word. ENVIES needs the kind whose base chips it borrows. Incomplete fragments do nothing.
Read every row left to right, then every column top to bottom. A word may belong to both. That reading order decides which rule applies first.
Before each hand, tap a word and an empty space to move it freely. Use spare words or return words to your spares. Lock the arrangement to deal.
During a hand, rules stay fixed unless an extra power permits a push. It moves your chosen word and any words in its way one space; the edge blocks it. Preview freely; only confirming spends the extra move.
What your words do
Tap a rule to find its words.
Take this arrangement into the next round.
This hand’s powers
Inactive rules
Gathering guide The fixed scoring table
Matching beings, matching realms, and consecutive ranks form gatherings. Rules can change the cards; this table stays fixed.
ROUND COMPLETE
A parting gift.
Your round earnings
Choose one free rule, or leave the gift for coins. Then visit the Midnight Stall.
Keep a new rule for this run, or save for something at the shop.
The Midnight Stall
0 coins available
A few things the night has misplaced. Lasting curios stay for this run; pocket items are used once. Every five saved coins earns one interest after a round, up to five.
THE BAG IS OPEN · USE ONCE
A few words to keep.
Choose two. They join your spare words for the next workshop and stay for the rest of this run.
Five words fell out.
0 / 2 chosenChoose two words to keep.
Words passing through
Each purchase adds one physical word to your loose words.
The printer’s tray
One copy of each, 1 coin apiece. Fresh supplies after every round; refreshing the stall does not replenish this tray.
Found after dark
Four curios on the cloth. Choose one to take a closer look.
Draw four curios. The price rises by 1 coin each refresh; resets next round.
Three guests at the door.
Recruit a guest for 3 coins. They join next round and stay in your deck.
Let one guest leave
Choose one exact card to remove permanently. Keep at least 12 cards.
Choose a card, then confirm.