Tabletop Companion
en

Lizard Cult turn

Birdsong

Set the Outcast

Count the suits in the Lost Souls pile. The most common suit becomes the new Outcast. If that suit was already Outcast from last turn, flip it to Hated instead — Hated reduces each conspiracy's acolyte cost by one. Then discard the entire Lost Souls pile.

  • Hint If two suits tie for most common and neither is currently Outcast, you choose which becomes Outcast. If the current Outcast ties but is still tied for most common, it stays Outcast and flips to Hated.
  • Hint Heavy-discarding factions like the Eyrie and Marquise load the Lost Souls pile fast. Keeping track of what suits they're likely to discard helps you predict your Outcast suit one turn ahead and position Gardens accordingly.

Perform Conspiracies (optional, repeatable)

Spend acolytes to perform conspiracies in Outcast clearings. You may perform as many as you can afford. The three conspiracies are:

  • Crusade (2 acolytes; 1 if Hated) — Move any number of your warriors from one clearing into an adjacent Outcast clearing, then initiate battle there.
  • Convert (1 acolyte) — Remove one enemy warrior from an Outcast clearing and replace it with one of your own warriors from supply.
  • Sanctify (3 acolytes; 2 if Hated) — Replace one enemy building in an Outcast clearing with one of your Gardens, regardless of who rules the clearing.
  • Hint Sanctify is the only way to place a Garden without ruling the clearing. Use it to plant Gardens in contested or enemy-held clearings that would be too costly to take through normal military action.
  • Hint If you plan to battle in a clearing, consider Converting a warrior there first. Removing one enemy piece before the battle starts shifts the dice odds in your favor, especially in a clearing with a thin enemy garrison.

Daylight

Reveal Cards and Perform Rituals

Reveal any number of cards from your hand face up. Each revealed card lets you perform one ritual of its suit — bird cards are wild and also enable Sacrifice. Build and Recruit can be taken multiple times per suit by revealing additional matching cards; Score is the exception, limited to once per suit per Daylight. The four rituals are:

  • Build — Place a Garden in a clearing you rule whose suit matches the revealed card. Gardens are your buildings; place them from your faction board's supply.
  • Recruit — Place one warrior from your supply into any clearing whose suit matches the revealed card.
  • Score — Discard the revealed card to score VP equal to the number of Gardens you have of that suit on the board. You may Score each suit at most once per turn.
  • Sacrifice — Reveal a bird card and move any number of your warriors from the board into your acolyte pool.
  • Hint Cards you reveal but do not spend on a Ritual return to your hand at the end of Daylight. You are not forced to discard them just because you revealed them.
  • Hint You can only Score each suit once per Daylight, no matter how many cards of that suit you reveal. Revealing extra copies of the same suit still lets you Build, Recruit, or Sacrifice more — it just does not give you additional scoring actions.

Craft (optional)

Use your Gardens in the current Outcast suit as crafting activations. Each Garden in an Outcast clearing activates for crafting based on that clearing's suit, just as a Workshop would. Non-Outcast Gardens cannot be used to craft.

  • Hint Your crafting power shifts with each Birdsong. If you have a card you want to craft, check whether you have Gardens in the right suit and whether those clearings match the current Outcast before counting on it.

Evening

Draw and Discard

Draw 1 card plus 1 additional card for each uncrafted item in your hand limit bonus (check your faction board). Then discard down to a maximum of 5 cards. Cards you discard go to the Lost Souls pile — not the normal discard pile.

  • Hint Every card you discard at Evening — including your own — enters the Lost Souls pile and counts toward next turn's Outcast suit. Discard deliberately: shedding cards of a suit you want as Outcast reinforces it; shedding unwanted suits dilutes the pile.
  • Hint Your hand is your scoring fuel. Keep at least one card per garden suit you intend to score next turn rather than discarding down carelessly. A hand with no matching cards means no scoring actions in Daylight.