CH 1 Components
Check the box. Everything else assumes you have these in front of you.
A board-and-cards game for 2 – 4 players. One map, six warbands, a season of skirmishes. Set it up in ten minutes. Win it in ninety. Argue about it for a week.
Check the box. Everything else assumes you have these in front of you.
Ten minutes once you know it. Twenty the first time. Be patient with yourself — the box is dense on purpose.
One round = one pass around the table. Each player has the same action budget. No one waits for fifteen minutes between turns.
On your turn you take 3 actions, in any order:
You may take the same action twice in one turn — you may not take it three times. Once everyone has finished, the round tracker advances and play continues clockwise.
The map is hexes. Hexes have terrain. Terrain costs movement. Pay it or stop.
| Terrain | Cost | Effect |
|---|---|---|
| Road | 1 | +1 movement if entered & left this turn |
| Plain | 1 | — |
| Forest | 2 | +1 defence die |
| Mountain | 3 | Cannot be entered with cavalry |
| River | 2 | Costs +1 attack die to fire across |
| City / Town | 1 | +1 defence die, recruit at -1 cost |
| Cursed | 3 | End turn here: roll 1d6, on 1–2 lose 1 bell |
Stacking limit: 3 units per hex per player. A hex may contain enemy units only if combat is being declared this turn.
Roll red. They roll white. Compare. Bury the slow.
After a combat, the defender may retreat any surviving units to an adjacent friendly hex instead of taking the final hit. Once per game per player.
Your deck is your personality. Eight move, six strike, four event, two oath. Each Realm tweaks the ratios.
Hand size cap is 5. Drawing above 5 means you discard immediately. Cards are public when played and shuffled into your discard, except Oath cards which leave play permanently.
The game ends when the round tracker reaches 9, OR a player scores 25+ victory points, whichever first.
| Source | Points |
|---|---|
| Each public objective completed | +5 |
| Your secret objective (revealed at game-end) | +7 |
| Each enemy capital captured | +3 |
| Each oath card kept (condition met) | +5 |
| Most units on the board at game-end | +2 (ties: shared) |
Highest score wins. Ties are broken by remaining bells, then by remaining cards in hand.
Same box, different evenings.
Skip objective cards. First to capture two enemy capitals wins. Round limit: 5.
Two teams of two, sharing a colour ring. Score collectively. Allies may trade 1 card per round at the cost of 1 bell.
Play Sunlands against an automated Pale Choir — see the included solo book. Cursed terrain is doubled.
Track scars and rewards across games. Winners carry forward an oath token; losers reroll their secret objective. Winner of game 5 takes the season.
Common questions. If yours isn't here, post it in the Tavern Chat — the design team reads it weekly.
No. Friendly units never share an attack target.
Nothing. The combat ends. The attacker has spent the action.
Retreating does not end your turn in the hex, so no — but if a unit retreats into a Cursed hex and survives the game-round there, that unit rolls the curse normally.
Yes, but only one Oath card may name each opponent.
Shuffle your discard pile to make a new deck. Take 1 fatigue token — at game-end, fatigue tokens count as -1 victory point each.
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