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Stories from Blackmead

Tales from the Knarr

Good cards. Questionable plans. Very large sea beasts. Pull up a seat for stories about playing and building Tarnished Crown: Ascent.

A reward-screen capture: Hrafn's Reavers have their eye on Charged Shot.

· Ascent · Deckbuilding

The Cards You Leave Behind

The reward screen has another customer. Your rival warband takes cards you pass over, so building a deck means thinking about the fight on both sides of the table.

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Four heroes share a turn against goblin bruisers. Ready ticks mark players who have finished their plays.

· Ascent · Co-op

Four Heroes. One Very Loud Plan.

Everyone plays during the same turn. Here is how a little conversation turns four separate hands into a party, and how to bring that party back for the next session.

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The Hafgufa rises beside the knarr on the Whale Road, with a Cleric and Druid on deck.

· Ascent · The Voyage

The Sea Is Part of the Run

Four islands sound like four problems. Then the knarr leaves shore. Meet the crossings, boarders and sea beasts that stand between one island victory and the next.

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Choose from six heroes before setting out.

· Ascent · Announcement

A New Way to Sail

Six heroes. Four islands. A deck of cards and three friends who all have a plan. Meet Tarnished Crown: Ascent, our standalone co-op roguelike deckbuilder.

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The Vanguard meets a shield line on Crownfall.

· Ascent · Development

A Thousand Runs Before Breakfast

A search bot handles the fights. A reinforcement-learning deck builder handles the choices between them. Here is how automated runs help us find balance problems, without pretending they can tell us what is fun.

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