Choose the captain
Begin with a question, an oath, and a leader drawn from the Major Arcana.
adarkfable presents
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.
The Game
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.
Begin with a question, an oath, and a leader drawn from the Major Arcana.
Arrange your spread, position the line, and turn tarot into a battlefield grammar.
Move through omens, encounters, rewards, and battles that replay the consequences of your decisions.
The run closes with a stylized interpretation you can revisit, archive, and share as its own keepsake.
Marget's Table
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.
Crossing, War, Tower, Patience, Pyre, divination, and a growing archive of lore.
Lute, kalimba, frame drum, and grave bells, built for easy, reflective improvisation.
Seal a hearth mix, choose the room's mood, and let the game hold a softer place than the battlefield.
Artifacts
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.
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.