Good morning, Tōkyō.
Good morning, Shanghai.
Good morning, every other city where people play digital board games.
We've spent the weekend editing the rules on all the cards in the deck, and progressing with the UI of the two remaining elements of the core mechanics. And here we are, with the version 138.1 –

If you are familiar with Gremlins, Inc. and followed our updates there in 2025, you will recall the Great Project of Editing the Card Rules (TM). That game, which we created over the period of many years, ended up having rules where different words were used for the same meaning (add/assign, choose/select, etc.) – and we spent nearly a year editing it for clarity, later on.
With this Card Game, we aim to apply the lesson learned, and we keep reviewing the rules to achieve both clarity and consistency right at the launch. No more "choose" – only "select"! And if you see somewhere "+1 extra turn", then it will be used everywhere where the same mechanics applies. Not "Get an extra turn" here and "Extra turn" there ːlunar2019coolpigː.

What are the 2 remaining elements of the core mechanics, on the UI of which we work?
* playing action card that has a cost
We visualize the way you pay, with resource slots in the middle of the table. Done conceptually, not done yet in the actual build.
* dealing with discarded resources, whether it's you or the opponent who discard them, or even the deck
In the course of the game, you will see players discard resources as well as mechanics that takes the cards from the deck and turns them into resources. In all such cases, the "elegant" solution is to spawn resource slots in the middle of the table. Done conceptually, not done yet in the actual build.
And while we fixed the 2-byte character issue in the Japanese font... we still need to solve the same with the Chinese version. For now, out of 恶有恶报!, we only have 有 shown. Hopefully in 139 this is already fixed – we're working on that as I type this.
Have a good one.
