5
Accords, Breach, and Hidden Information
The political board
Accords remain face-up. Maximum two active Accords per House. Attacking, stealing from, sabotaging, or destroying a signatory’s property breaks the Accord. Default breach: lose 1 Influence and add +1 Chaos. Accords expire after the next full Production / Consume cycle unless text says otherwise.
Opening normal trade uses Command; each side may play one Commerce card in the window. Commitments remain locked until Resolution; transfers are simultaneous. If a required term cannot resolve, the agreement cancels and assets return unless explicit text says otherwise.
The Veil
Private information may be concealed or described dishonestly unless an effect explicitly requires truthful disclosure. Surveys may be traded, concealed, or described dishonestly unless a card requires truthful disclosure. Discovered passages and public state changes receive physical tokens so players do not need to remember hidden markings.
A normal physical quest chain is capped at three linked discoveries. All wand effects require a clear manual equivalent. The wand is never a rules requirement. If the battery dies, the table continues.