Season 1 tidings
  1. tidings
  2. planning
  3. resolution
  4. resistance
  5. battle
  6. cleanup

Actions 📖 Rules

Any Power

ActionSkillTaken byRules
Tax📖 Rules⚖️ LawAllGain coins equal to the town wealth; apply Taxed 1 and Uprising 1. Slumlord: coin from population, Uprising instead of Taxed. Prison: Fear from population instead of coin. Difficulty: the sum of negative statuses on the town.
Feed📖 Rules🌱 NatureAllIncrease the town population by 1. Difficulty: current population, doubled for each prior Feed in this town this season.
Lay Roads📖 Rules🦶 TransportAllAdd roads to the target hex. Difficulty 3, or 6 for difficult terrain.
Hold a Feast📖 Rules♥️ CharismaAllGM provides rooted agents with total rank equal to excess successes. Difficulty: total rank of rooted agents in the town (+1 then doubled if agents died here this or last season — GM adjusts).
Build📖 Rules⚒️ IndustryAllConstruct a new built feature in a claimed town, with any of its upgrades already installed (each adds its complexity) — pick a catalog type to create it automatically, or describe something new for the GM to build by hand. Pick one of your strongholds to add a module instead, or a wilderness hex to raise a new stronghold. Difficulty: the new complexity plus the number of existing features there.
Upgrade📖 Rules⚒️ IndustryAllAdd an upgrade to a feature in place, for 1 less difficulty than building it fresh. Pick one of its catalog upgrades to apply it automatically, or describe something new for the GM to add by hand. Difficulty: the new complexity plus the number of *other* features in the town. A stronghold’s modules are added with Build.
Demolish ↩️📖 Rules⚖️ Law or ⚔️ WarfareAllDestroy a built feature in a claimed town. Other claimants may ↩️. Difficulty 1.
Clear a Ruin📖 Rules—AllRemove Threat from a ruin equal to your successes past the secret difficulty (blank difficulty = the ruin’s own). At 0 Threat the GM narrates the reward and converts the ruin into a useful feature. Armies with apt skills can serve as assets.
Trade📖 Rules🦶 Transport or ♥️ CharismaAllForge a trade agreement between two CLAIMED towns (ruling: unclaimed towns cannot trade — claim them first); each gains wealth equal to the NEW resources it gains access to (farms → Grain, Commercial guilds → Service, extractors/revealed hex resources — computed at apply, wealth stays registry-editable). The agreement is recorded in the trade ledger; the same route can’t be forged twice. Difficulty: each new good’s mobility short of the town distance, +2 if no single power claims both towns.
Delve📖 Rules📖 DelveAllDelve into a dungeon: attempt its first uncleared floor (difficulty = that floor’s; completing a floor reveals the next). Uniquely, 📖 Delve may ride alongside one other skill. Floor rewards are GM-narrated.
Levy📖 Rules⚔️ WarfareAllCreate a rank-1 army in a claimed, non-Depopulated town (size up to population); it gains its ancestry’s bonuses and one level-up bonus of your choice. The town gains Depopulated equal to a quarter of the size, rounded down. Difficulty: the size plus the town’s Uprising.
Train📖 Rules⚔️ WarfareAllRank up an army: on success, run the level-up helper (it applies the bonus table and the fee increase). Train ranks up directly and grants NO experience — experience is the post-battle asset. A Respect power gains respect = successes at apply. Difficulty: the new rank + a quarter of the size, rounded down.
Forge Armaments📖 Rules⚒️ IndustryAllUpgrade the army’s equipment tier (+1 armor). Difficulty: the target tier + a quarter of the size, rounded down. Unique metals are critical; industrial iron is assured.
Gather Cowards📖 Rules♥️ CharismaAllRecover routed units from a dispersed army — the number of successes is the number of units recovered (up to the number that fled). +3 asset if you previously controlled them.
Muster📖 Rules🦶 TransportAllMove armies you control from their garrisons to the target hex. Rough terrain doubles the cost; roads make steps ~free (½ — the app’s unified ruling for "negated"/"halved"). Each army compares the cost to its own mobility — difficulty is the total overrun. Declared as a regarrison, the armies take a garrison on the target hex as their new one: +2 difficulty per army moving to a new garrison.
Targeted Seeking📖 Rules👁️ VigilanceAllSearch a hex: influence detected on 1 success, hidden armies on 2, creatures/hidden objects on 3. Name one particular thing for 1 assured success against it. Cannot be resisted.
Broad Seeking📖 Rules👁️ VigilanceAllAs Targeted Seeking but covering the hex and all surrounding hexes; detection thresholds are doubled (2/4/6). Cannot be resisted.
Cast a Ritual ↩️📖 Rules🔮 SorceryAllComplete a ritual, alone or with collaborators who take a Collaborate action on your casting hex the same month. Difficulty (and rank): twice its current generic cost — each successful cast raises that cost by 2. Your declared mana is spent when you roll; the bill settles at resolution against everything pooled on the hex. Some rituals can be resisted (half difficulty).
Collaborate📖 Rules—AllJoin another power’s action: gather your assets at a hex where theirs gathers — either town of a trade, either endpoint of a move, a ritual’s casting hex — in the same month. Your mana is spent when you roll and pools on the hex; your successes are folded in by the GM. On the wrong hex the collaboration fails and the primary is judged on their own strength.
Dispel📖 Rules🔮 SorceryAllBreak a permanent ritual effect. Difficulty: the original ritual’s difficulty (base generic cost × 2 — GM adjusts for a post-escalation casting). The unmaking itself is GM-adjudicated.
Duel ↩️📖 Rules—AllDefeat a specific character in one-on-one conflict; declare their location (wrong = action lost). Pick the power or agent you are calling out — a picked POWER gets to ↩️ — or name someone the registry does not know. Champions are a person; a city or conspiracy needs the leader named. Difficulty 1.
Negotiation ↩️📖 Rules♥️ CharismaAllBring an NPC — an adversary, a rogue army, an agent — around to your way of thinking. Difficulty: usually the target’s rank, heavily modified by how far their goals align with yours. Does not apply to a player power itself, though it can elicit actions from their contacts, who may then ↩️.

Cities

ActionSkillTaken byRules
Annex ↩️📖 Rules⚖️ LawAllClaim a town where you control an army (present since the start of the month). Champions/conspiracies with a claim may ↩️. Difficulty: towns you already claim.
Channel📖 Rules🔮 SorceryAllGain one mana matching a claimed town’s element for every season since Channel was last taken there.
Coming of Age📖 Rules♥️ CharismaSovereignCreate a new heir (loyal rank-2 follower agent), to a maximum of 3. Difficulty: 4, −1 per season since last used (or since the start of the epic).
Recruit Mercenaries📖 Rules♥️ CharismaOverlordCreate a rank-2 mercenary army in your capitol, size up to half its population. Cost: 2 coin per unit, charged when you roll. Difficulty: the size + your mercenary armies.
Reform📖 Rules🌱 NatureCelestialRegain one unit in your personal army (max 6; it arrives with one wound), then remove wounds equal to your successes. Mark the army with the “Personal Army” keyword.
Grand Knighting📖 Rules♥️ CharismaSovereignDeclare a new royal guard (loyal to you); any existing guard at minimum ceases to be loyal. Difficulty: the current royal guard’s rank. Guard is marked with the “Royal Guard” keyword.

Conspiracies

ActionSkillTaken byRules
Infiltrate ↩️📖 Rules⚖️ LawAllClaim a town where you have the most influence; other conspiracies lose their claims. Difficulty: towns you already claim + the sum of other influences in the town.
Into the Fold ↩️📖 Rules♥️ CharismaAllMake a friendly agent loyal only to you. Cost: influence equal to the agent’s rank, spent at their location (declare the split, or the app picks). Difficulty: the agent’s rank. Prior loyal power may ↩️.
Workers, Unite! ↩️📖 Rules♥️ CharismaAllMake an industry in a claimed town loyal only to you. Cost: influence equal to half its complexity. Difficulty: half its complexity. Prior loyal power may ↩️.
Heretical Soldiers ↩️📖 Rules♥️ CharismaAllTake control of a friendly army (cannot be loyal to another power). Cost: influence equal to its rank. Difficulty: the army size × 2. Regarrison up to mobility + excess successes. Prior controller may ↩️.
Riot Shaping📖 Rules⚖️ LawCauseConvert Uprising in a town into your influence there. Difficulty: 1, increased by anything you’ve done to harm this town’s denizens (GM adjusts).
Loyalist Levy📖 Rules⚔️ WarfareCauseLevy an army (size up to your influence in the town) and rank it up once. Cost: coin equal to the size, charged when you roll. Difficulty 3.
Channel Influence📖 Rules—AllSpend 1 influence at up to 3 locations, generating a mana of the terrain element from each. The influence is spent at the named hex itself (no surrounding-hex spillover).
Sacrificial Summoning📖 Rules🔮 SorceryCultConvert an army you control into a Patron’s Finger army of the same size (stats copied from your “Finger Template” army). Cost: FW mana (pay via a spell line or by hand). Difficulty: the army’s size minus its rank.
Rise, Fingers📖 Rules🌱 NatureCult · Risen RanksAfter winning a battle last season where mortals were slain: raise a new Patron’s Finger army there, size = excess successes, capped at the units slain (Risen Ranks perk). Cost: FW. Difficulty 1.
Saboteurs📖 Rules👤 SubtletyCauseRoll an Xd10 attack on any number of armies in a hex (your pick), where X is your influence there after paying 2 influence. Difficulty: 2, +2 once used this season.
Hidden Runes📖 Rules👤 SubtletyCircle · RunesRunes perk (circles): place a hidden Rune asset in a hex where you have at least 1 influence, rank up to that influence; at most one of your runes per hex. Cost: mana of the rune’s rank matching the terrain element. Difficulty: the rune’s rank.
Reshape the Land ↩️📖 Rules🌱 NatureCircleChange a hex’s terrain type (difficult or not). In a town, all its industries are disrupted for the season. Powers able to cast spells from the hex may ↩️. Cost: 3 influence. Difficulty: 4 in towns, 2 in wilderness.
Uplift Master📖 Rules🔮 SorceryCircleCreate a new Master of the Circle — loyal rank-2 follower, mobility 1, tied to an element (max 3; 4 with Many Masters). Cost: 1 Air + 1 Water mana. Difficulty: 4, reduced by the rank of a loyal or friendly agent you convert into the master.
Wodewalkers📖 Rules🦶 TransportCircle · WodewalkersWodewalkers perk: target your outpost’s hex — gain 1 influence there and in each contiguous wilderness hex of the same terrain, up to your successes.

Champions

ActionSkillTaken byRules
Commandeer ↩️📖 Rules⚖️ LawAllClaim the town you stand in until you leave it; renounces all claims on other towns. Announced publicly; any claimant may ↩️. Difficulty 0.
March📖 Rules🦶 TransportParagonMove yourself and armies garrisoned on you (Mobile Garrison) to the target hex as one column — the difficulty is the overrun past the slowest member’s mobility.
Wander📖 Rules—WizardMove across the map; spend a point of movement up to once per hex to gain a mana of that hex’s type. Difficulty: how far the route cost exceeds your mobility.
Trample Terrain📖 Rules—DragonMove publicly across the map, optionally damaging a feature as you leave a hex to gain a mana of its element. Difficulty: the overrun past your mobility, plus the total level of opposed armies on the route.
Slaughter📖 Rules⚔️ WarfareDragonPopulation −1, then gain Fear/Respect equal to the new population; apply Uprising 2. Difficulty: Uprising + Depopulated stacks + units of opposed armies in the town.
Sack📖 Rules⚖️ LawDragonWealth −1, then gain coin equal to the new wealth; apply Uprising 2. Difficulty: Uprising stacks + units of opposed armies in the town.
Meditate📖 Rules—Paragon · Holy MagicHoly Magic (Meditate option): gain 1 mana matching each terrain you’ve passed through this month (your route submissions). Difficulty 0.
Preach📖 Rules—Paragon · Holy MagicHoly Magic (Preach option): gain 1 mana of each elemental association among the armies you lead (garrisoned on you). Difficulty 0.
Onward, for Further Glory ↩️📖 Rules♥️ CharismaParagon · CrusaderCrusader perk: in the month after battling alongside an army, convince them to join you — you gain control; the controlling power may ↩️. The GM verifies the shared battle.
Inquisitive Eater📖 Rules🔮 SorceryDragon · Knowledge GobblerKnowledge Gobbler perk: gain an insight of rank equal to the town’s new effective population; apply Uprising 2 and Depopulated 2. Difficulty: Uprising + units of opposed armies in the town.

Perk Actions

ActionSkillTaken byRules
Refresh an Agent📖 Rules—Managerial PracticesManagerial Practices perk: spend an action to refresh an agent’s once-per-season use.
Refresh a Feature📖 Rules—Civil ServantsCivil Servants perk: spend an action to refresh a feature of a town you claim.
Health Drive📖 Rules🌱 NatureHealth DriveHealth Drive perk (Respect powers): heal the sick in a claimed town — gain 2 respect per success; if successes exceed the population, it gains 1 population. Difficulty 1; once per town per season.
Inquisition ↩️📖 Rules—InquisitionInquisition perk (Fear powers): detect and remove others’ influence from a hex. Each excess success removes 1 influence; gain that much Fear. Affected conspiracies may ↩️. Difficulty: 0.