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Runebound Hand: The Fifth Draw

Five bells a turn. Ring them in order, or not.

Premium game

Pick a chapel on the map. Your five cards hang in the order they were drawn: the leftmost rings in peal, any other rings its counter-chime. The fifth card drawn is the Great Bell, with 4 more.

A bell-ringer with a mallet and a brass arm in the nave of a clockwork cathedral, a rose window shaped like a great gear of stained glass throwing coloured light down the nave, five bells on a beam with the fifth, a big gold bell, swinging in a ring of light, and a choir automaton and a pendulum blade.

A clockwork cathedral

Runebound Hand: The Fifth Draw

Five bells a turn. Ring them in order, or not.

About Runebound Hand: The Fifth Draw

Runebound Hand: The Fifth Draw is a solo deckbuilder set in a clockwork cathedral where the machines kept the hours long after the monks were gone. Steam rises through the floor grates, the rose window is a great gear of stained glass that turns one tooth an hour, and the Abbot of Hours waits in the clock tower to strike a midnight that must never come. You are the bell-ringer, with a mallet, a brass arm, a ten-card deck and eight chapels to cross.

Every turn the escapement deals you exactly five cards, never more, and hangs them left to right in the order they came, like the bells of a peal. The leftmost card still in your hand is in peal: ring it and it does its first effect. Ring any other and it is out of peal, and does its counter-chime instead. A counter-chime is never just a weaker copy. A Felt Damper that should guard you weakens every machine; a Carillon that rings through all of them gathers into one heavy blow; a Tocsin rung out of turn crashes down on a single machine for thirty. The card always says which way it will go before you ring it.

The fifth card drawn is the Great Bell, marked in gold, and it rings with 4 more of whatever it does. It is drawn last, so it hangs at the right of the peal. Ring it first and you get its counter-chime with the bonus; ring the four before it and it tolls in peal, and all five bells swing in a full peal. Five bells over the nave swing and sound as you play, and the line above your hand always says which card is in peal and where the Great Bell hangs.

Between fights you take a card or a relic, rest in the vestry to mend or recast a card, or walk a cloister and choose. Each matins is a fresh cathedral 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 chapel on the map. In a fight you hold exactly five cards, never more, dealt by the escapement in order and hung left to right like the bells of a peal. No card or relic here draws extra.
  2. The leftmost card still in your hand is in peal: ring it and it does its first effect. Ring any card further right and it is out of peal: it does its counter-chime instead, a second effect of its own. The card’s words change to say which.
  3. The fifth card drawn is the Great Bell, marked in gold. Rung either way it does 4 more damage or guard. Because it is drawn last it hangs at the right: ring it early for its counter-chime, or ring the four before it first for a full peal.
  4. The machines show their next move above their heads. You have three steam a turn. Play cards to answer what is coming, then let the clock strike.
  5. Between fights take a card or a relic, rest in the vestry to mend or recast a card, or walk a cloister. Beat the Abbot of Hours in the clock tower to finish matins.

Controls

  • Ring 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
  • Let the clock strike (end your turn) — The button, E, Ⓧ
  • Cancel a card you picked — Escape, Ⓑ
  • Choose a chapel, 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

What does in peal mean?

Your five cards are dealt in order and hang left to right. The leftmost card still in your hand is in peal and does its first effect. Every card to its right is out of peal and does its counter-chime. When you ring the leftmost, the next one becomes the one in peal.

What is the Great Bell?

The fifth card drawn each turn, marked in gold. Rung in peal or out of it, it does 4 more damage on each hit or 4 more guard. Effects with neither, such as weakness or poison, are the same.

Can I ever hold more than five?

No. No card and no relic in this game draws extra cards, so every turn is five, and the fifth is always the Great Bell.

Is out of peal worse?

Not always. Every counter-chime is an effect of its own, and some are what a turn needs: one heavy blow instead of a spread, a guard instead of a curse. Plan which card to ring first.

Does it save my run?

Yes, in this browser only: the map, your deck, your relics and the fight you are in, the order of your hand included. 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.