Goal
- Win: repair all 12 Hours.
- Lose: the 4th strike.
Setup
- Arrange Hours 1-12 as a dial. Put the Tension token SLACK beside Hour 3. Set strikes to 0.
- Deal 8 cards face up. Add both Apprentices and 6 Midnights to the undealt Numbers, then shuffle the Night deck.
Your round
Tick
Reveal 1 Night card. A Number or Apprentice moves to the Workbench. A Midnight strikes and shuffles back.
1. Wind — optional
Make up to 3 draws, one at a time. Stop whenever you like. A Midnight strikes, counts as the draw, and shuffles back; do not draw another card.
2. Repair — optional, once
- Play 2–3 cards totaling an open Hour exactly.
- One Number card may repair alone only when its value and metal both match the Hour. It Meshes.
- Repairs come from your hand. You cannot use the Workbench to repair.
- Apprentice: any value 1–12 in a 2–3 card repair. Never alone. Never Meshes.
- Mesh: every repair card matches the Hour's metal. Remove 1 strike; if none, draw 1.
3. Refill — required
- Made a Wind draw: draw 2 cards.
- Skipped Wind: draw 1 first, then move 1 card to the Workbench.
- Refill draw Midnight: strikes, counts as the draw, and shuffles back; do not draw another card.
- Moved Midnight: no strike, counts as moved, and shuffles back; do not move another card.
- Then discard down to 8; discards go to the Workbench.
Set Tension
Made a Wind draw: TAUT. Skipped Wind: SLACK. Track from round 1.
The Night deck and its obstacle
- Midnight: this is the game's obstacle. When it would strike, add 1 strike, then shuffle it back. Every Midnight stays in the deck; it may become all Midnights, but never empty.
- Workbench: face-up moved and discarded cards. Midnights never stay there.
Special Hour powers (Masterworks)
- 3 — Safety Catch: active when repaired. TAUT = set; SLACK = spent. When TAUT, prevent the next strike, then flip to SLACK; the Midnight still shuffles back and still counts as its reveal. Installing it never resets the token — the Catch starts on whichever face already shows, so a TAUT token is live immediately. It cannot prevent a strike from the Mesh that installed it.
- 6 — Spare Parts: take up to 2 Number cards from the Workbench; taking one or none is allowed.
- 9 — Regulator: when repaired, remove 1 strike. If there are no strikes, you may take 1 card from the Workbench instead. If the Workbench is empty, take nothing.
- 12 — Mainspring: remove 1 strike, if any, and you may take 1 Workbench card. Resolve the two parts independently.
Difficulty
| Assignment | Midnights | Lose on |
| Short Night | 5 | 4th strike |
| Standard | 6 | 4th strike |
| Master's Examination | 7 | 4th strike |