Xenocide Uprising

Before you throw a Force away

Every entity holds one Force. Play that Force into it and the Ruin still lands, but the ability does nothing at all. Blood heals nobody. Dream draws nothing.

The cards have said so for months: a bound card wears chains across its sigil, and the mat has always named it. And a player lost a descent to it anyway, in the middle of a run they were not really watching, because a mark you have to notice is not the same as being asked.

So now it asks.

Blood is bound. The Ruin still lands. What is lost is the ability: this domain holds Blood, so it will do nothing for you this turn.

Two buttons, Invoke anyway and Choose again, and quietly beneath them a third: Invoke, and stop asking this Cycle. Being told twice about a thing you did deliberately is exactly the kind of ceremony I keep taking out of this board, so one dismissal ends it until the next Cycle.

What it says matters more than that it appears

It says the Ruin still lands. A player who reads this as “you may not” has been told the wrong thing, and would start avoiding a play that is often correct. Sometimes the ability is not why you are playing the card.

The Void is deliberately left alone

It will never warn you about Spades.

The Void does not lose its power when it is bound; it incubates. Every point accumulates against the entity while the domain holds, and the whole banked total goes live the instant a Heretic breaks it. It is the biggest swing in the game.

Warning you about that would be telling you to stop playing Void into the Ancient of Void, which is precisely backwards. The two states have always been drawn differently for this reason: chains for a Force that is held, an egg for one that is waiting.