The board announces things with a title card: a descent beginning, a tier turning over, a banishment, victory. They are brief and they never block the board, because a card game with something in the way between turns is a slideshow.
They were arriving in the wrong order.
Banish the last Spawn and two things are true at once. Something was banished, and a Herald is now standing where it stood. The second was being announced first.
That is worse than a cosmetic complaint, because the Heralds arriving is only meaningful as a consequence. Shown first it reads as something that happened to you. Shown second it reads as what you just caused.
One early exit was doing it. A tier turning over would take the screen and stop anything else being considered, which also skipped the bookkeeping that tracks which banishment has already been shown. So the banishment fired a turn late, attached to the wrong kill.
They queue now. Each waits for the one before it to finish, and the order is the order things happened in.
The other fault was more irritating and took two attempts to fix properly.
Putting down the scroll, or finishing the tour, releases whatever was waiting behind it. The same click then reached the title card it had just released and dismissed it. So the first Spawn of a Cycle appeared for a few frames and vanished, or never appeared at all, depending on how long you had taken.
I fixed it the first time where the tour ends, which fixed the tour and left the scroll still doing it. It is fixed at the title card now: one ignores anything arriving in its first few hundred milliseconds. A single rule at the thing being protected, rather than a rule at every place that can raise one.
They also sit on a darker ground and stay up two seconds longer, which was the original complaint and the reason I went looking.
When a descent ends badly the screen goes red and tells you that you were consumed. It did not tell you what happened.
There are two ways to lose and they are not the same mistake. Running out of cards to play is the slow one, and you can usually see it coming. Taking a Strike you cannot cover is the common one, and the interesting thing about it is that it is nearly always a decision made two turns earlier.
The screen names which of the two it was. A defeat that will not say what went wrong is just a colour.