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Skip, or B on a controller, opens it by itself at speed, and every strip still tears.
In a Champions fight with two a side, both players on a side stand together on their half.
When the field comes back, the packs' tapestries hang over it again, and each side now hangs its own: your packs on the left, in the order you drafted them from the middle out, the mirror's packs on the right. Both sides used to hang the mirror's. They go back up the moment the fight is decided, so the winner's last blow plays under an open sky.
The Commonwealth wins with a hug. The winner walks over and holds the loser until there is nothing left to hold, and the loser comes apart into scraps of coloured paper that drift up and away.
The other 25 include tea while the loser takes root, a paper crane, a wind-up toy, a conjuror's cloth, a caber toss, a hound that carries the loser off, the Wheel of Fortune and a trapdoor, a puppet's strings, an eye in the sky, an iron statue, and a mob from the War Assembly who throw the loser off the board. Here is every one, at its moment:
A paper-doll lord (the Act IV mirror, or a Champions build) used to run over to the fallen warlord and stand staring at him until the fight gave up waiting. His strike now always lands.
The fourth panel used to stand empty. Your government's nameplate now comes over it on a gold-rodded cloth as the caption reaches "And at the end of the road... yourself."
Pieces that rock where they stand in these films, crowds waving and hopping and bowing, now bump against card in their way instead of passing through it, so the Wild Kingdoms' warlord no longer stamps through the robber crag.
The recap after a march that swore all three vows carries the government's nameplate under your warlord's sign, on a win and on a loss. A march that took the fourth act stands in the crown's room dressed for its land, one room for each of the 27.

About one send-off in a hundred (never in your first game), he turns up dressed as one of the 27 at random. And he has a pun or two for each act boss you fell, plus three more lines for a felled boss; the one about the trees hearing what you did is retired.
In his entrance, each head rears back with its lips off its teeth and its own jaw dropping open on the gums and throat, whips down and forward, and the jaws slam shut, tug twice and let go. The paper teeth that used to snap in the air beside him are gone.
Choosing a build deals its slip into the drawer beside it, held down by the build's pins (hover one to read it), and a tap anywhere off the slip puts it away. Every control at the table is cut from card in its own way: arrow tags, tickets with punched notches, a luggage tag, a pennant, torn ends and folder tabs.
Friends' builds come two ways. Playing co-op hands your partner your shelf, and Send posts a build for an eight-letter code like KRTW-PLMB, which a friend types in under Add a friend's build. Each friend's builds file behind a tab of their own. Offline, Send falls back to the long code it used to give.
Both sides play alike. The right-hand seats are played by the same planner as Auto-play, turned round: the same card choices, targets and discards, onto summoning spots of their own down the far end of each road, where they used to muster every summon in a clump. In an Auto fight both hands are on show, the turn ribbons name whose turn it is, End Turn or Space pauses the whole fight, and a coin toss decides who opens each round. Each build's roads run across to the builds opposite, so two against two is one field with crossing roads instead of two separate boards. The figures at the table are bigger, with their signs hung over their heads as in a fight, and one that fell in the fight stands back up in its own colours.

Versus plays a friend live. At the War Council, with exactly one other player seated, the host presses Versus in the tent's top corner: the friend plays the mirror's seat from the right, with a tray of their own for their hand, energy and roads, or you both watch the host's two builds fight. A friend who wins sees their own government's last blow.



Phase breaks stop the fight again. Since 0.7.32 the smaller phase breaks played over a running fight. That was confusing, so every break once more holds the fight for its whole show: the banner, the stage turn, the blow and the cards. A press still hurries it at four times speed. The Brass Colossus's two small breaks, Pressure Release and Foundry Override, now play as a short beat, with no banner to click away and no trip for the camera; The Foundry Stands Up keeps the full show.
The Battle of Vows board no longer trembles when one side is a little behind; it only moves when the balance does. Its angels fly in from above the top of the screen on their own side and glide down over three seconds, wings beating, instead of popping into place, and one sent away lifts off and climbs out.
Blastcap lobs a lit keg end over end. It thuds down, rocks and skids while the fuse burns, swells, and bursts into its own staves.
The Houndmaster's hound comes down out of the sky with its jaws open while its lower jaw rises out of a gash in the board. They snap shut, shake once like a dog with a rat, and part.
The Brass Colossus brings down a forge press. It lets down on its rod, hisses while its gauge climbs, then stamps the board in with steam blasting out flat both ways.
The Mimic's slam is the chest it really is. It leaps in, hops down the board clapping its lid, and lands jaws first on your line, spitting coins.
Rex Mortifer's board tents up and rips, and a bone hand claws up through the hole, swats over at the wrist onto your soldiers, grips, and drags back under.
Calvin's three are the bear's paw, his Belly Flop spell (a penguin that leaps out of the sea, flops on its belly and toboggans at your line), and the berg: it shoulders up out of the floe, a crack runs up its face, and it goes over onto your soldiers as the sea comes up round it.
Perihelion's star finishes its fall: it streaks in on a trail of paper flame and punches a crater whose top layer peels back in flaps, then splits and sinks into it.
The board below has the other nineteen at the moment of the blow. Simple Ton's club is swung in one fast arc and buried in the board, Haldric's four tower shields slam down rim-first across the front, Wynken's bolster drifts down like a falling leaf and bursts in feathers, Silvertongue's gavel knocks twice before it comes down ("going, going, gone"), the Pale Rider's scythe swings down on a pendulum and slits the road, and the Grave Tide rolls in as a wave that breaks over your line and drains back.
These were filmed with each blow fired on its own, without the banner that comes before it in a fight, and with the screen shake off. Wally's is the exception: that tile is from his real first break at night.
On some boards the crew never comes out in this version; that is under Known issues at the end.
When the followspot hits Wally, waving, the shadow he throws on the wall behind him is the wolf he turns into under the moon.
The Houndmaster runs on, and once he lands his three heads bite in turn, each on its own neck.
The six who rise through the floor each bring their own show. The stage floor splits under the Magma Magnate, three jets of lava go up, and he surges up between them.
Rex Mortifer's ledger drops open, its leaves riffle over with a soul going up off each, and he stands up out of the book's gutter like a pop-up page.
Blastcap's spark runs a fuse across the floor to a powder keg on his mark, and when the smoke clears he is standing where the keg was.




The King's cloth is a real cloth. Run the pointer across it and the velvet drags and tilts, the hem bends and the tassels swing. Half a second after you leave it, it starts easing back into its drape, whatever fold you left it in.
Three lords' names changed, and their plates with them. The bog lord is Vetch everywhere now, where his army used to be called the Bog Trappers, and the Warsmith and the Houndmaster dropped their "The". The Pale Rider's plate had a lot tag on it reading "1", which meant nothing; his horse's cast shoe hangs off the waystone's twine in its place, rimed with frost.
DEFEAT is the same strip, ruined. It lands already split down the middle, and a beat later the tear gives and each half swings down off the one tack still holding it. Its right end is burnt away, and a scrap drops out of the tear.



Hurrying a phase break. A click, a tap or the controller's A during a big phase break's reveal now runs the rest of it at four times speed. The fight is held while a break plays, so nothing is skipped and you are back in the fight sooner. The press that dismisses the break's banner doesn't count, and in co-op the break always plays at its own pace.
Change clocks. The countdown rings for an egg about to hatch, a unit turned into something else by Polymorph, and one of Wally's villagers about to turn at moonrise are now one ring, cut to fit the stand it lies round. The moon and Polymorph rings used to be nearly three stands wide.
Barricade+. The upgraded Barricade raises a wall of 3 barricades across one lane, the way Grix's walls go up. You still aim it anywhere for free; the aim picks the lane and how far up it the wall stands, and while you drag, a pale outline stands on every spot a barricade will land.
Uncle Jim's Care Package. The Mummy, the Eternal and the Witch have a spell as their signature card, so the Care Package used to give them a plain unit instead. Now it plays a free copy of their signature spell (Pharaoh's Curse, Rift in Time or Witches' Brew) on the first turn of each fight, then exhausts it. The spell is held up so you can read it, and the package's chest pops on the card as it goes out.
When a lord musters troops onto the field, the stamp that marks where they land now breathes in a ring cut from the lord's paper, so it is easier to spot.

The 14 warlords' signs take any name. Each is drawn in several widths, and the game picks the narrowest one that holds your name and prints it in that warlord's own lettering. The Gunslinger's is a reward bill nailed to saloon planks. Here he is under the sample name Marigold, facing Gorehoof, with the two ends of the same moment cropped side by side:


The upgrade confirm lifts the card out of the grid and slides its upgraded self out from under it, turning over once. The event's potion toll stands each flask up off the stone, and an answer knocks them over. A pop-up on its way out no longer holds the screen, so what is under it answers clicks while the paper goes. Reduce Motion keeps the old quick pop-in.
In the treasure vault the pin cards stand up off the floor instead of fading in see-through over the gold. The pin you take leaves a hole in its card and flies to the bar, and the room waits until it is pushed home before going back to the map.
Every pin you take is pinned into the bar now. The newest always gets the bar's last slot, and the older ones step back into the "+N" count. Before, a pin with no slot left landed on the count as a sparkle and was never pinned in. On a phone the run bar is a single row of tiles.
While you hold Hold to Swear, the vow's own picture tears through the room. When the hold fills, the picture pours back into the card, and the card is crushed into the shape of its corner and hammered into the triangle. It arrives white-hot and cools to its own colour.
The third vow makes the triangle. Its corners part, hang and slam together, light bursts out, and the land your three vows make is named. Each of the 27 lands has its own crest, thrown out of the triangle, its own little paper scene, and its name unrolling on a ribbon in its colour.
At the door of Act IV, Uncle Jim now dresses as the government your three vows make. There are 27 new portraits, one for each, and he keeps his on the Act IV map and in the coronation dance. Here are twelve:
His walk-up on the road there has a third line, his word on what you stand for, one for each of the 27. For the God-Emperor: "So it's The Undying God-Emperor, with every city kneeling and you ruling forever. Forever is a long time, sprout, so I packed snacks."
The carpet under the last fight is now two lands. Each of the 27 lands has a carpet of its own, with its crest's emblem in the side panels, its band in its own colour, and its three vows' colours as the stripes. Your land's carpet lies on your side and the mirror's on its side, blending into each other across the middle. A side whose vows make no land keeps the Throne's own midnight carpet, and so does the browser version, which leaves the 27 carpets out to keep its download small. Here the left side's vows make The Free Villages and the right side's The Conqueror's Wheel:
The toys round that field are the two sides' vows now, one for each vow, each in its own side's half and in its vow's own colour: the Assembly's ballot box, the Uncarved Block's stump and sprout, the Leviathan rising from its sea, Sun Tzu's bamboo book and command flag, the khan's torch, the Inner Citadel's tower, Fortune's wheel and its little king, and the throne under heaven's cloud. Just War keeps its broken sword. Click a toy and it plays. Fortune's wheel spins, and a hard enough spin throws the king off:
The Grave Tide's finisher pulls the plug. A paper whirlpool opens under him, he turns like a cut-out on a turntable as he goes down, a folded newspaper boat circles after him, and then the tide drains back down the wall.
When a boss's break changes the stage, the camera now glides back to take the whole change in and comes home afterwards, and the fight carries on while it does. Reduce Motion, or a camera you are dragging, keeps your view. Here is Simple Ton's turn, set off on its own without the banner before it:
The gold guard ground a guard volley lays round your commander now stirs with its card. It swells out from him once it is laid, and again whenever you point at, tap or read the volley's card.
Every enemy card read now tucks your hand away, and nothing else stands up beside it: no unit card, no spell telegraph and no tip. One of Uncle Jim's notes already up steps out of sight until the last card is filed.
While a summon's arrow is green and locked on a spot it can land on, a faint glint runs down it from the card to the tip.
The Chaos Cocktail now holds its verdict up as a flask over the whole screen, with its name, a line on what it does and a Throw button, and the calamity waits for you to throw it. Every battle wheel spins faster now, and a click, tap or button press hurries it onto its wedge.
The Cyborg's Copy Chip can take a villager off Wally, and that villager now carries the moon with it. After 10 seconds on the field it turns into its werewolf, and 10 seconds later back again, with its wounds carried across. A ring on the ground round each one shows its clock. In this clip the clock is wound forward:
Coins tossed off a body under Colossal Stomp's foot wait for the foot to lift, so you can see them spin.
Click the sign on the title screen enough times and a chain snaps. It hangs and spins on the other one. A few more hits drop it, and a new sign swings down.
On the draft screen your sign hangs over your warlord's head, as it does in battle. Under his feet, the Back plate covered it on a phone.
Your own achievement pops no longer carry the red "Achievement earned" caption, and a new warlord's painted sign is bigger on the pop.
When a new warlord is revealed, the starting deck shows each card once, with "3 x" or "2 x" in cut paper before any you hold more than one of. On a phone the signature pin fills the left side of the stage.
The Feather Bedroll now heals you fully when you rest in a craft room (it used to add 25% of your maximum health). Under the Eclipse Lens, which only lets you heal between acts, the Rest bed stands greyed out with nothing under it, when resting has nothing else to give you.
On the spoils, March On no longer asks if you want to leave rewards behind when you opened a pick and skipped it. It still asks about anything you never looked at.

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