The Raven holds center
The neutral Raven begins at 5–5–5–5 and belongs to neither Captain. A 6 turns it; a 5 only ties. Once claimed, it counts as one position and may be turned again.
Live now · Solo and player duels
Raven'sGuardChoose your Guard, read the edges, and turn one capture into a call that sweeps across the board. Train against the Watch or challenge another Captain.
Your Guard now travels with you.Sign in to sync wins, cards, Favor, and verified match history across devices.

How the table turns
The neutral Raven begins at 5–5–5–5 and belongs to neither Captain. A 6 turns it; a 5 only ties. Once claimed, it counts as one position and may be turned again.
Compare only touching edges. A greater value turns the weaker position to your allegiance.
Power bands reward more useful formations, not extra points. Face cards enter the Command band and still expose a weak edge.
Turn two positions at once and the newly claimed formation challenges outward in waves. Turning the Raven counts toward that trigger, and its four 5 edges carry the Call against adjacent opposing edges of 1–4.
Your first oath
A new Captain begins with five Guards and chooses four for each patrol. A match victory earns Raven's Favor: draw three unseen cards and keep one, or defer up to three earned wins for a better chance at an upper-band Guard. Every claimed card stays visible in the collection; milestone capacity determines how many may enter the active Watch at once.
Losses never erase wins, collected cards, or banked Favor. Every standard Guard carries exactly 20 directional points, including Command-band face cards. Solo Watch is the collection and training field; collected rarity will not buy an advantage in ranked play.
Competitive charter
Ranked Raven's Guard now plays as a separate mirrored format. Collection progression remains meaningful without becoming a competitive tollbooth.
Both Captains may choose from the same published 52-card roster, regardless of what either has collected in Solo Watch.
Each four-Guard patrol uses exactly eight power-band points and no more than one Command Guard.
A set contains two boards. Each Captain opens once, using the same locked patrol across both boards.
No draws, hidden boosts, or dynamic difficulty alter a ranked set. Total controlled positions across both boards decides it; an exact tie remains a draw.
The Guard is gathering
Challenge distinct Guard opponents, grow your collection, and decide when to call in Raven's Favor.
Open a private invitation for a casual duel or a ranked mirrored set, with no permanent card loss.
Equal league access, fixed patrol budgets, mirrored Initiative, deterministic scoring, and verified match records.