12 cards
Comeback Coven
Build Fandom with teasers and chants, then chain chorus Hex Lines into a late Encore.
Two players. One very dramatic comeback.
Turn a chorus into a Hex. Pull off a rooftop reversal. Build your Fandom and give the final Encore everything you’ve got.
An unplayed prototype with 24 original placeholder cards.
A hook sharp enough to catch the skyline.
HHX-007 / COMEBACK COVEN01 / Learn the rhythm
Take one 12-card deck each. Shuffle, choose the first player randomly and draw 5 cards. Start with 20 Composure, zero Trend and zero Fandom.
Reach 10 Trend or bring your opponent to zero Composure to win. Stars add Fandom and abilities; effects do the attacking.
Download the full rules contract →The opponent responds first, then priority alternates. When both players pass, the top item resolves; repeat until the stack is empty. Cards need a matching response window. Check targets again on resolution. A countered or fizzled card keeps its cost paid.
Composure damage can be prevented; Composure loss cannot. Check for a win after every atomic effect. Zero Composure overrides that player’s own Trend win; simultaneous terminal results are a draw. After 20 complete rounds, compare Trend, then Composure, then draw if tied.
A Star reaching 3 Scandal is discarded. Tones are effect labels, not casting requirements. Markers on the printable sheet are visual placeholders, not functioning AprilTags.
Pick your opening act
12 cards
Build Fandom with teasers and chants, then chain chorus Hex Lines into a late Encore.
12 cards
Pressure Composure with fast confession lines while Scenes and Plot Twists redirect danger.
02 / The starter collection
24 cards
HHX-001
Once per turn, when you cast your first Hex Line, gain 1 Fandom.
Opening pose catches every camera.
HHX-002
Your Encore cards cost 1 less Fandom while this Star has no Scandal.
The bridge note makes the room hold its breath.
HHX-003
Gain 2 Fandom. If you control a Scene, gain 1 additional Fandom.
A thousand tiny stars learn choreography.
HHX-004
Gain 1 Fandom for each Hex Line you have cast this turn, then draw a card.
Refresh, replay, synchronize, repeat.
HHX-005
When this Scene enters, put a Teaser counter on it. Remove a Teaser counter: your next Hex Line costs 1 less.
Every reflection has a release date.
HHX-006
The first time a Hex Line or Encore makes you gain Trend each turn, gain 1 additional Trend. If it is an Encore, gain 2 additional Trend instead.
The floor opens exactly when the chorus lands.
HHX-007
Gain 3 Trend. If you gained Fandom this turn, deal 1 Composure damage too.
A hook sharp enough to catch the skyline.
HHX-008
Counter a Hex Line that would deal you Composure damage. Gain 1 Trend.
The lens finds the comeback angle.
HHX-009
Return a Fandom card from your discard to your hand. If a Scene is active, gain 2 Trend.
The last note refuses to leave.
HHX-010
Choose a Star. It gains 1 Scandal. Then draw a card, or, if played in response to incoming damage, prevent 2 of that damage.
The notification arrives three seconds too early.
HHX-011
Move a Teaser counter from any card to one of your cards, then gain 1 Fandom.
The timeline decides sleep is cancelled.
HHX-012
Gain 5 Trend. If you cast three or more cards this turn, deal 3 Composure damage.
Every teaser becomes true at once.
HHX-013
The first time each turn you would take Composure damage, prevent 1 of that damage.
Arrives with an umbrella and terrible timing.
HHX-014
When an opponent gains Trend from a Scene, you may pay 1 Fandom to gain 1 Trend too.
Every clause has eye contact.
HHX-015
Gain 1 Fandom and look at the top card of each deck. You may put your card on the bottom.
Someone screenshotted destiny.
HHX-016
Gain 2 Fandom. If you lost Composure this turn, draw a card.
Nobody is emotionally ready, but everyone pressed play.
HHX-017
Confession Hex Lines cost 1 less. At end of turn, each player who cast no Hex Line loses 1 Composure.
The city keeps every secret badly.
HHX-018
Once per turn, when a Star would be targeted, you may move that target to another legal Star.
The doors close on the wrong confession.
HHX-019
Deal 2 Composure damage. If prevented, gain 2 Trend instead.
A half-sentence makes the whole episode turn.
HHX-020
Prevent 3 Composure damage to you. If you control a Scene with the rain tone, draw a card.
The weather report becomes a promise.
HHX-021
Replace one tone on a Hex Line on the stack with a tone on a Scene you control. Gain 1 Fandom.
The caption says what the heart meant.
HHX-022
Counter a Hex Line that would deal Composure damage. Its controller may pay 2 Fandom to prevent this counter.
The family tree becomes a trap map.
HHX-023
Prevent all Composure damage from the target card this turn. Then each player loses 1 Composure.
A warning sound edits the scene.
HHX-024
Deal 4 Composure damage. If both players control a Scene, also gain 4 Trend.
The camera turns away exactly when everyone leans in.
No cards match. Try another name, effect or tone.
03 / A prototype in the open
These are automated results from simple deck-aware players, with each seed played in both seat orders. They are not human playtest results or evidence of optimal play.
Comeback currently wins too often. Policy analysis, an independent seed and table play are still needed before choosing a balance change.
Read the balance assessment →2,000 games / 1,000 pairs / seed 42
| Deck | Wins | Win rate |
|---|---|---|
| Comeback Coven | 1,839 | 91.95% |
| Rooftop Confession Tempo | 161 | 8.05% |
First-player wins 50.85%
Median 8 turns · 95th percentile 21 turns
Bring it to the table
The next useful evidence comes from two people learning the game. Record confusing text, unused cards, turn count and how the ending felt.