During the final phase, a keyholder who uses Flee escapes the battle but automatically transfers a random held key to the opponent.
Cascadia announces that keyless squads retain the normal Flee behavior: they leave a losing card battle and teleport to a random nearby point. This may abandon a guarded doorway.
For keyholders, Flee now also removes one random key and transfers it directly to the opponent. With multiple opponents, all transferred keys eventually belong to the ultimate battle winner. Keys move automatically rather than appearing as dropped loot.
Carl recognizes that this hostile rule can be used cooperatively by initiating a battle with Imani and having Donut flee.
A fleeing card figure teleporting away while a golden key arcs automatically to the opposing deck.
The rule prevents keyholders from escaping without cost but also creates the only voluntary-adjacent path for gifting access.