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

Rules

Read as one page

Powers

Adversaries· Actions and Challenges· Assets· Attributes· Types of Assets· Actions· Skills· Agents· Industries· Armies· Secrets· Magic Items· Consumables· Spells· Assured and Critical Assets· Resources· Designs and Fragments· Mana· Coin· Insights· Respect· Fear· Favor· Ambitions· Fame and Development· Playtest Rules· Creating a Power· Mechanical· Role Play

Gameplay

Game Pieces· Time· Hidden Information· Shared Assets· Faces

Towns and Features

Towns· Built Features· Industries· Defenses· Strongholds· Statuses· Negative· Positive· Nonbuilt Features· Dungeons· Ruins· Outposts

Magic

Example Spells· Fast· Fast, Ranged· Slow· Rituals· Magic Items· Rank 1· Rank 2· Rank 3· Rank 4· Potions· Rank 1

Warfare

Battles· Support Limit· Phases· Basic Commands· Army Attributes· Goals· Battle end· Army Actions (Noncombat)· Making Armies· Basic Classes· Titan Classes· Army Keywords· General· Terrain· Profession· Premium· Negative· Ancestries· Elemental Ancestries· Statuses· Example Armies· Mortal Armies· Wondrous Armies

Perks

General· Municipal· Magic· Military· Influence· Respect· Fear

Cities

Basic Actions· Sovereign· Perks· Celestial· Perks· Overlord· Perks

Conspiracies

Influence· Basic Actions· Circle· Perks· Cult· Advanced Perks· Cause· Perks

Champions

Basic Actions· Wizard· Advanced Perks· Dragon· Advanced Perks· Paragon· Advanced Perks