Nightreign is played by three, so this trial asks the question the game actually asks at the
Roundtable: which three ride tonight? The Night Lord states its own demand, the night adds further
rites, and out of the one hundred and twenty possible trios exactly one satisfies every rite. You get
three bands to find it. It is a logic puzzle, not a guess — the answer is always deducible from
the rites in front of you.
How to Play Nightfall Squad
Read tonight's Night Lord and the rites of the draft. The first rite is always the Night Lord's own demand.
Pick exactly three Nightfarers from the roster of ten and send the band.
Every rite comes back marked met or unmet — that is your feedback, not a yes/no on the trio.
Narrow it down and send again. You have three bands.
Exactly one trio honours every rite, so there is always a way to reason to it.
The Rites
Rites are drawn from the roster's own attributes, so each one genuinely cuts the field:
The Night Lord's demand — what this particular boss forces on a comp. Maris drifts beyond every blade, so bring range; Adel's bite unmakes the unarmoured, so bring a heavy frame; Heolstor mirrors what it has seen, so no two may share an attribute.
Calling rites — the vigil demands a given role, or bars one outright.
Attribute rites — an attribute is required, forsworn, or must not be doubled up.
Frame rites — a Light, Medium or Heavy frame required or forbidden, or a cap on how many heavies you can carry.
Reach rites — someone who strikes at range, or two who can hold the front.
Roster rites — whether the Forsaken Hollows send anyone at all.
Why Composition Matters
In Nightreign a run lives or dies on what the three of you cover between you. A trio with no reach
spends the Augur fight watching it drift overhead; a trio of light frames does not survive the opening
of a seven-strong descent. Nightfall Squad takes that pressure and makes it the whole puzzle: the night
tells you what it will not tolerate, and you find the one band that answers every demand at once.