Shields break from turn 4
Each player has 10 Shields and a Base. At the end of every turn from turn 4, each Zone you win breaks one enemy Shield. Win all three Zones and three Shields fall at once.
Sealed Frames is a card game about AI agents. Each card is a Frame, a machine that does a job for you, and every Frame runs on a budget. You and your opponent plan at the same time, everything flips, and the stronger side in each Zone breaks a Shield. Break all their Shields, then their Base, and you win.
Your first match comes with Lisa, the on-screen guide, who walks you through the first turn. Tap any bold word in a match to read what it means, and tap a Zone's name plate to read what its rule means for you.
At the start of every turn you draw a card (hand limit 7) and get your Budget: the turn number, up to 10. A Refund from last turn adds to it (gold hexagons), a Tax takes from it (red). Budget you do not spend is lost at the end of the turn.
Tap a card in your hand, then tap a glowing Zone. The card goes down face down. Keep going until your Budget is used. Tap a placed card to take it back. Each side of a Zone holds 4 cards (Architecture: 5). On a full side you can retire one of your own cards for the new one (see Siege below). Your opponent does the same at the same time, and neither of you sees the other's plan.
Press Reveal. Both plans lock and the cards flip one at a time in this order:
A card pays its cost from your remaining Budget at the moment it flips, not when you place it. Most of the time that is the same number. But if, in between, an enemy card raised your costs, a Cap limited what you may spend in that Zone, or your Budget shrank, the card cannot pay. Then it is Refused: it goes back to your hand, writes no Receipt and none of its text happens. You keep the card and can try again next turn.
Every card that flips writes a Receipt in its Zone (the R numbers on the Zone plate). Receipts never act on their own, but some cards grow with them and they expose Fakes. At the end of the turn, Loop cards copy themselves into free slots. Mail effects arrive at the start of next turn.
From turn 4, at the end of the turn, each Zone is compared. The side with more total Power there breaks one Shield of the other side. A tie breaks nothing. At most 3 Shields break per turn per side. Turns 1 to 3 never break a Shield: they are for building your board.
Each player has 10 Shields and a Base. At the end of every turn from turn 4, each Zone you win breaks one enemy Shield. Win all three Zones and three Shields fall at once.
Whoever loses a Shield draws a card right away. Falling behind gives you more options, so a match is rarely over early. If your hand is full (7), the card goes to your discard pile instead.
When your side of a Zone is full, select a card in hand and tap one of your own face-up cards there. That card is retired to your discard pile when you press Reveal, before anything flips. The new card pays when it flips; if it is Refused, the slot stays empty. A retire is not a Scrap or a Wipe, so nothing that reacts to those fires. On an upright phone, tapping a full Zone opens a picker in the dock.
When you must draw and your deck is empty, your discard pile is shuffled back in. Only your deck's own 12 cards come back, each as it was forged; Loop copies and cards made during the match are gone. So a long match never runs dry.
A hit on a player with no Shields left breaks their Base: that player loses. Both Bases in the same turn: more total Power on the board wins, equal is a draw. If turn 20 ends with both Bases standing, more Shields left wins, then more total Power, then a draw.
You can leave a match at any time with Retreat. Against the server it counts as a loss with no XP. A friend or ranked opponent who leaves before turn 3 hands you a win without XP.
You only need to win more Zones than you lose, every turn. Choose two Zones where your deck and the Zone rules fit, and put your Power there. Two Zones won each turn is two Shields a turn.
One card in each Zone usually wins none of them. If a Zone is lost by a lot, let it go for now and win the other two. You lose one Shield there, but you break two.
Spend all of it every turn. A good deck has a card that costs 1, a couple that cost 2 and 3, and only a few big ones. Then every turn has a sensible play.
A Siege lasts long enough for your 5 and 6 cost cards. Land them when you have the Budget, often as a retire on a full side, into the Zone that decides the match.
Retire spent cards: a 1-Power opener, a body whose On reveal already happened, a Fake that was caught. Keep cards whose Ongoing still helps, like a Cap or a card that lifts the others.
Every match draws three of fourteen Zones, shown before turn 1. A Zone where cards cost 1 less is where your big card lands early; a Zone that is closed until turn 4 is where your late cards go. Tap a Zone plate in a match for a one-line tip.
Before you press Reveal, look at each Zone's score. Where you are behind by a little, one more card stops a Shield from breaking. Where you are behind by a lot, win a different Zone instead to trade evenly.
When your opponent is down to their last one or two Shields, put everything into the Zones you already win. When you are low, defend first: a tie breaks nothing.
Each match picks three Zones. Every Zone is a chapter of the Sable whitepaper, and its rule shows what that chapter is about.
New players pick one of these. Each is a full 12-card deck on a good curve. Learn its plan first, then change cards in the deck builder.
The bots plan the way you do: they try several plans each turn and keep the best one, without seeing your hand or your plan. Harder bots try more plans. Bots mirror the strength of your forged abilities, so they stay fair as your cards grow.
The same text appears when you tap a bold word in a match, on a card's closeup and in Lisa's tips.
While you play, you learn what Sable promises about AI agents: it forgets what you told it, it cannot overspend your budget, and it hands you a receipt you can check. The Rogue faction plays the threats.
Every plan has an answer. If one strategy wins too often, another one beats it.
No. Sealed Frames is free, there is nothing to buy, and cards have no money value. It uses ideas from Sable, not Sable itself.
A Zone with equal Power breaks no Shield. If both Bases break in the same turn, the player with more total Power on the board wins; equal is a draw. After turn 20, more Shields left wins, then more Power.
You see every face-up card on the board, both Shield rows and how many cards are in the opponent's hand. You never see their hand or their plan before it reveals.
It was Refused: when it flipped it could not pay, because a Cap, a cost rise or a Tax changed the numbers after you planned. You keep it and can play it again.
Every time one of your cards reveals in a signed-in match, it earns card XP. At card level 3, 6 and 9 the Blacksmith offers two abilities to choose from, each with how it works and when to use it.
A Frame is the machine. Sealed is how Sable sends a request: closed, so nobody can read or change it on the way.
The fastest way to learn is one match against The Runaway with Lisa's guide on screen.
Play a practice match