adarkfable presents

Oath of Battle The Crossing

Ask a question. Lay the arcana. Cross the field. Let Marget tell you what it meant.

Oath of Battle: The Crossing is a ritual tactics roguelike where tarot is not a skin, but the rules, the cast, the cosmology, and the memory the war leaves behind.

20 Major Arcana Replayed combat Marget's Table Shareable reading artifacts

The Game

A tactics run told as a reading

Runs begin with a captain, a question, and a spread. They move through formation, omens, events, and replayed battles. They end with Marget's interpretation of what you carried, what you sacrificed, and what the cards think you were really asking.

I

Choose the captain

Begin with a question, an oath, and a leader drawn from the Major Arcana.

II

Lay the formation

Arrange your spread, position the line, and turn tarot into a battlefield grammar.

III

Cross the field

Move through omens, encounters, rewards, and battles that replay the consequences of your decisions.

IV

Receive the reading

The run closes with a stylized interpretation you can revisit, archive, and share as its own keepsake.

The title screen of Oath of Battle: The Crossing
The invitation
Campaign map with encounter preview and reading overlays
The route is part of the reading
Ceremonial event screen with omen and choices
Events read like verdicts

Marget's Table

A place to stay awhile

The Crossing is not only war. Marget's Table is the game's quieter room: a parlor of card games, archive shelves, ambient mixes, and instrument play with no wrong notes. It is where the run breathes.

Card games and diversions

Crossing, War, Tower, Patience, Pyre, divination, and a growing archive of lore.

Playable instruments

Lute, kalimba, frame drum, and grave bells, built for easy, reflective improvisation.

Your own atmosphere

Seal a hearth mix, choose the room's mood, and let the game hold a softer place than the battlefield.

Marget's Table with games, archive, and parlor ambiance
Marget keeps the fire lit while you decide what to do next.

Artifacts

The run becomes something you can keep

Instead of sending you away from the game to explain what happened, The Crossing turns your ending into an in-world artifact. The reading is staged with the game's own visual language and exported as a shareable image.

A stylized reading artifact exported from the game

What the artifact carries

  • The captain you brought to the crossing.
  • The question the run was really asking.
  • The spread and the interpretation Marget leaves behind.
  • A portrait of the run that looks like it belongs to this world.

Win or lose, the reading does not leave the experience. It is part of the game, part of the archive, and part of the story you can carry out of it.