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Ashen Expedition: The Fifth Draw

Five cards a turn. The fifth one rings.

Premium game

Pick a stop on the map. In a fight you always hold five cards, and the fifth one drawn is marked: it gains 5 damage and 5 plate.

The nave of a machine cathedral under a glowing rose window, five organ pipes with the fifth one in brass and lit, a hooded tuner with a great fork, a clockwork cherub and a cog acolyte with their intents above them, and gold dust rising.

Machine cathedral

Ashen Expedition: The Fifth Draw

Five cards a turn. The fifth one rings.

About Ashen Expedition: The Fifth Draw

Ashen Expedition: The Fifth Draw is a solo deckbuilder set in a cathedral that was built to play itself. Its walls are clockwork, its nave is a flagged floor under a rose window that never dims, and at the far end stands an organ whose pipes are the only thing left that keeps time. You are a tuner, sent down the aisle with a great fork and a ten-card deck, to silence the Cantor Engine before the next verse.

Every fight is played with exactly five cards in your hand and three oil to spend on them. No card in this game draws more, and no relic adds a sixth: the hand is the same size on the last floor as on the first. The machines show what each will do next, a number and an arrow for an attack, a plate for a guard, so every turn is a small sum: what is coming, what you can stop, what you can end.

The fifth card you draw each turn is the Fifth Bell. It is marked in gold, and every hit it deals and every plate it gives is five stronger. A hammer becomes a heavy blow; a bell rope that strikes three times for two becomes three strokes of seven. The organ pipes light one by one as your hand is drawn, the fifth in brass, and the line above your hand names the card the organ expects to be next turn's bell, as long as the pile still holds five. You cannot choose it. You can build a deck that rings well whichever card it falls on, and plan the turn around the one that did.

Between fights you take a card or a relic, rest in the vestry to mend or oil a card, or step into a side chapel and take what it offers at a price. Each descent is a fresh nave from a seed, and the daily challenge gives everyone the same one. The game saves where you leave it, in this browser only.

How to play

  1. Pick a stop on the map. In a fight you hold exactly five cards, never more, and three oil to spend on them. No card or relic here draws extra cards.
  2. The machines show their next move above their heads: a number and an arrow for an attack, a plate for a guard. Play your cards to answer it, then end the verse.
  3. The fifth card drawn each turn is the Fifth Bell, marked in gold on your hand. Every hit it deals and every plate it gives is 5 stronger, so a many-hit card rings loudest.
  4. The organ pipes at the far end light one by one as your hand is drawn, and the line above your hand names the card the organ sees as next turn's Fifth Bell.
  5. Between fights take a card or a relic, rest in the vestry to mend or oil a card, or meet what waits in a side chapel. Beat the Cantor Engine at the Organ to finish the descent.

Controls

  • Play a card — Tap it, or press its number 1 to 5; then tap a machine, or press its number, when a target is asked for
  • End the verse (end your turn) — The button, E, Ⓧ
  • Cancel a card you picked — Escape, Ⓑ
  • Choose a stop, a reward or an option — Tap it, or press 1 to 9; S skips a reward
  • Move between buttons — Arrow keys, Tab, D-pad; Space or Enter or Ⓐ presses
  • Pause — P, Escape or Start

Frequently asked questions

Why exactly five cards?

The hand is the size of the bell's count. No card or relic here draws extra cards, so every turn you see five and plan around the fifth one drawn.

What does the Fifth Bell give?

The fifth card drawn each turn is marked in gold. Every hit it deals and every plate it gives gains 5, so cards that strike several times gain the most.

Can I tell which card will ring next turn?

Often. The organ names the card it expects to be next turn's Fifth Bell while the draw pile still holds five cards. When the pile is about to be shuffled, it cannot know.

Can I choose which card is the fifth?

Not directly. The order of the draw pile is set by the shuffle, but a deck of cheap, many-hit cards rings well whichever card it is.

Does it save my run?

Yes, in this browser only: the map, your deck, your relics and the fight you are in. Your unfinished run, best score and badges are never uploaded.

Quick answers and tool search

Type to search tools or to get a quick answer, for example 18% of 2500. Use the up and down arrow keys to move through the results, Enter to choose, and Escape to close.