adarkfable presents

Oath of Battle The Crossing

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

A ritual tactics roguelike where tarot is not a skin. It is the roster, the field, the route, the archive, and the memory the war leaves behind.

Ritual tactics 20 Major Arcana Replayed combat Marget's Table
Combat replay with tarot units and ceremonial chrome
Combat as verdict
Question ceremony with slanted tarot panels
The question beneath the run
End-of-run reading with cards and interpretation text
The run becomes a reading

The Game

A tactics run told as a reading

Choose a captain, swear a frame over the run, arrange the formation, then watch the field replay the cost of every placement. The ending does not step outside the game: Marget reads the run back to you in the same candlelit grammar you fought through.

I

Name the captain

Choose a Major Arcana leader and the question Marget lays beneath them.

II

Swear the frame

Pick the mode and oath that decide what kind of crossing this run will become.

III

Lay the spread

Place units, beacons, stances, and bonds before the field answers in steel.

IV

Keep the reading

Win or lose, the game interprets the run as an artifact you can revisit.

Captain selection grid with Major Arcana cards
Major Arcana roster
Formation screen with tarot spread slots and war chest panels
Formation is authorship
Campaign map staged as a reading path
The route keeps score
Reward screen with drawn offering cards
Offerings from the deck

The Crossing

Tarot chrome, black stone, and field records

Cards glint like small machines of fate. Cathedrals open into battlefield maps. Records, oaths, and wounds gather in the margins until the table feels older than the run that brought you there.

A ruined cathedral table with ritual cards and gold linework
The crossing chamber
A dark threshold before a ritual crossing
The threshold
A gothic archive of books, records, and dim light
The archive

Marget's Table

A room after the war

The Crossing is not only a march. Marget's Table is the quieter room around it: card games, archive shelves, reading artifacts, ambient mixes, and instruments built for reflective play rather than mastery.

Parlor games

Crossing, War, Tower, Patience, Pyre, divination, and more small rituals around the main run.

Archive work

Books, codex pages, field records, run history, and fragments that make the world feel older than the player.

Playable atmosphere

Room mixes and instruments let the game hold a softer mood without breaking its occult military frame.

Marget's Table parlor hub
Marget's Table
Library and archive screen
Archive and books
Shop screen with tarot cards and slanted panels
Merchant spread

Artifacts

The run becomes something you can keep

The ending is staged inside the game. The cards, captain, question, route, and loss history become a reading with its own visual weight, then live in the archive or leave as a keepsake.

Reading screen with cards and interpretation text

What the reading carries

  • The captain and question that started the run.
  • The route, oath, formation, and cards the crossing turned over.
  • The casualties, rewards, and small choices the field remembers.
  • A keepsake that belongs to the same world as the battle.

The ritual stays intact from the first question to the final interpretation.