5
Tile Language
The pieces the planner and the knife share
Every tile in the live planner is a thing you can cut. If it has no foam recipe, it does not belong on the palette.
| Tile | Foam | Paint | Table note |
|---|---|---|---|
| Flagstone | 1×1 in, ½ in XPS | black seal, umber wash, gray drybrush, ivory edge | Default dungeon / citadel floor. Score a 1-inch grid lightly so it reads at arm’s length. |
| Packed Earth | 1×1 in, ½ in XPS | burnt umber, flock in cracks | Outdoor roads and production yards. |
| Dungeon Wall | 1×1 in base, 1½ in tall, ¼ in thick XPS | same stone triad, heavier wash in mortar | Blocks orthogonal and diagonal cutting. Weight the base with a washer or coin. |
| Rubble | broken ½ in offcuts | dusty gray, dry pigment | Difficult ground. Counts as terrain, not a wall, unless you stack it to wall height. |
| Water | recessed ¼ in, gloss PVA | deep teal, gloss varnish | Tempest and coastal boards. Movement cost is a table ruling; mark it on the mat. |
| Wildwood | clump foliage on 1×1 | olive, burnt grass flock | Blocks line of fire if you stack height. Keep it removable for Claims. |
| Stairs | stepped ½ in XPS | stone triad | Elevation change. One-inch rise per step keeps minis stable. |
| Pit | cut-out or painted void | black, drybrushed rim | Hazard. Pair with a UV omen on the rim for Veil play. |
| Provisions Site | mill / granary 2×2 | timber, thatch, warm wash | Neutral until Claimed. Activates next cycle. Destroying it adds +1 Chaos. |
| Materials Site | quarry / yard 2×2 | stone, rust drybrush | Second production type. Realm Seed places two sites of different goods. |
| Luxuries Site | pavilion 2×2 | cloth, brass leaf, ink | Influence and diplomacy pressure. Keep it visually richer than the other two. |
| Structure | bastion / hall 2×2 | house colors on a banner pin | Player-built. Uses Guard / Armor / Integrity. Full Integrity damage destroys it and adds +1 Chaos. |
| Resonance | obelisk 1×1 | cool stone, optional UV sigil | Legal wand or manual activation location. Up to 24 potential points on columns A–X. |
| Encounter | lair token 1×1 | scorch, bone, rust | One regular encounter begins dormant here. Large encounters stay off-board until awakened. |
| Veiled | blank tile + UV mark | ordinary stone; secret is blacklight-only | Door, Cipher, Resonance, Omen, or Veiled Choice. Always have a non-UV token fallback. |
| Wild Seed | blank 1×1 until discovered | same as flagstone; identity concealed | Realm Seed Wild. Identity remains concealed until discovered. Do not pre-label the foam. |
| Wayline | inlaid strip or painted road | ochre, worn edges | Pairs with Wayline Obelisk. Inactive during Forge Severe Breaking Point. |
| Beacon / Lantern | niche + 5 mm LED | warm stone, soldered LED | Electronics. Coin-cell or 5 V from the board module. Never a rules requirement. |
Paint the master board a dark stain so unoccupied coordinates read as the Realm, not as missing product. Tiles sit on top. Seed then means something: you are placing, not drawing with a marker that cannot be undone.