the whole game
the board is the moon road: the nine mansions ahead of her, the houses she crosses one a night. you and the sky, the hand that deals the planets, take turns setting cards on them. where cards touch, the bigger number claims the smaller. own most of the nine when the road is full. first to three boards takes the night.
a card's two numbers are its two sides: left fights left, right fights right. equal numbers claim too: a tie takes the card, and stops there. your ground is parchment; the sky's is amber. her hand is open: tonight's planets, five lights you can tell apart. the lead alternates each round.
a card's numbers change only when you choose them: at level two, +2 to one face, your pick which, or its quarter of the sky's grant. at level three, +1 to a face or the card's own move. at level four, +1 to a face on top of the art. four points across two faces, spread however you like. the level also wears away the labels: a new card says everything, level 2 drops the name, level 3 drops the move, level 4 is nearly all art. hold any card to read it in full. the throne is two-faced; choose on lodge.
dominion: a card lodged on its own mansion glows and counts as two at the count. the ground keeps it, whoever claims the card. her planets hold dominion where they truly stand tonight.
your cards: all twenty-eight are yours from the first night. what your chart decides is how far along a few of them start: your sun's mansion at level three, its four companions at two, the rest at one. seven are dealt from the twenty-eight at the start of every board. don't like them? shuffle again and take six, once more and take five. only a level-four card can be locked into every hand, two at most, and each one spends a slot of the seven.
the climb: a mansion's night is a road of nine steps: eight matches against other players' hands, best of three each, reading deeper as you climb, then the mansion itself at the top, playing her planets and its own cards, three boards of five. a card gains a level only on the night the moon stands in its own house, so nobody rushes it. at level four the mansion is claimed for good. fall off and the ladder waits where you left it.
after the claim: the mansion is yours and its nights go back to the walkers, best of five. the sky herself stands above all twenty-eight and comes only when the moon crosses one of your chart's own mansions, and then she stays for a whole match.