Realm Master’s GuideRegister

7

The 89-Card Architecture

The complete numbered development frame

Infrastructure 033–040, Commerce 041–048, and Diplomacy 049–056 use refined V0.2 wording. All other non-character suites remain rough. None are human-playtest locked. Rules text here is mechanical authority when a prototype image differs.

Current 89-card architecture
SlotsCategoryCountStatus
001–004Champions4OPEN / source recovery
005–020Cohorts16OPEN / source recovery
021–032Conflict12ROUGH DRAFT
033–040Infrastructure8V0.2 PROVISIONAL
041–048Commerce8V0.2 PROVISIONAL
049–056Diplomacy8V0.2 PROVISIONAL
057–064Chaos8ROUGH DRAFT
065–071Discovery7ROUGH DRAFT
072–078Relics7ROUGH DRAFT
079–083Majors5ROUGH DRAFT
084–089Flex modules6ROUGH DRAFT

Visual prototype: 69 / 69 non-character Core cards rendered (021–089). Cards 001–020 and 8 Encounters remain in design. Full Micro product 69 / 97. Cards 039 Accord Hall and 040 Aegis Beacon each retain three visual variants. Card 024 still needs a layout correction.

Conflict

021 · Hold the LineROUGH

Command · 1 Order

Gain +2 Guard.

UV: OPEN

022 · Coordinated StrikeROUGH

Command · 1 Momentum • ally

An ally assists the attack.

UV: OPEN

023 · Breach ChargeROUGH

Command · 1 Material • structure

Attack a structure; −2 Armor for this resolution.

UV: OPEN

024 · Emergency ExtractionROUGH

Med Flag reaction • Healer

The Healer may move 2.

UV: OPEN

025 · Brace FormationROUGH

Gesture • adjacent ally

Ally gains +1 Guard against the next attack.

UV: OPEN

026 · Press the AdvantageROUGH

After damage · 1 Momentum

Push the damaged target 1.

UV: OPEN

027 · Suppressing FireROUGH

Command • ranged hit

On hit, apply Slow.

UV: OPEN

028 · Rally the CohortROUGH

Command • Cohort

Clear one condition from the Cohort.

UV: OPEN

029 · Guarded AdvanceROUGH

During movement · 1 Order

Gain +1 Guard for the advance window.

UV: OPEN

030 · Counter PositionROUGH

Reaction to push · 1 Momentum

Shift 1.

UV: OPEN

031 · Focused AssaultROUGH

Attack

+1 if an ally already struck the target this round.

UV: OPEN

032 · StandROUGH

Downed ally · 1 Momentum

The ally acts once before falling; legal limits OPEN.

UV: OPEN

Infrastructure

033 · Claim StandardPROVISIONAL

Command · 1 Order + 1 Coin • neutral production site

Occupy and claim; activates next cycle. G/A/I 10/0/1.

UV: The realm remembers every banner.

034 · Deepkeep ReservePROVISIONAL

Command→Gesture · 1 Material + 1 Coin

Store up to 2 goods, still cap 5; protected from theft or forced discard. 11/1/2.

UV: What sleeps below survives the storm.

035 · Ironroot BastionPROVISIONAL

Command · 2 Materials + 1 Order

Friendly characters on its coordinate gain +1 Guard; no stacking. 14/2/3.

UV: Stand where the roots refuse to break.

036 · Mercy LanternPROVISIONAL

Command · 1 Material + 1 Provision

A Downed unit does not advance Med Flag countdown in its arrival cycle. Once/cycle Specialist may spend 1 Provision to stabilize as Healer. 11/0/2.

UV: No light is small beside death.

037 · Artificer’s YardPROVISIONAL

Command→Gesture · 2 Materials + Specialist

Once/cycle repair 1 adjacent Integrity or remove a temporary Armor penalty. 12/1/2.

UV: Ruins are merely unfinished instruments.

038 · Wayline ObeliskPROVISIONAL

Command→Traverse · 1 Material + 1 Luxury

First friendly starting Traverse rolls 2D6 and chooses either. 10/0/1.

UV: Every road exists before it is seen.

039 · Accord HallPROVISIONAL

Command→Diplomacy · 1 Material + 1 Luxury

Once/cycle after an Accord involving you is accepted while your Champion or Specialist is here, return 1 Influence you committed instead of spending it. 11/0/2.

UV: An accord builds what coin cannot.

040 · Aegis BeaconPROVISIONAL

Unique • Gesture · 1 Material + 1 Order

Only one active in the Realm. Once/cycle its controller may spend 1 Order while a friendly character occupies it to remove 1 Chaos. 12/1/2.

UV: Order is the shape left after fear.

Commerce

041 · Open MarketPROVISIONAL

Command→Offer · 1 Coin • show 1 Surplus

Invite two Houses; choose one agreement.

UV: Value begins when more than one hand reaches.

042 · Counterweight ClausePROVISIONAL

Modify · 1 Influence • original proposer

Change one final term; target accepts or declines; no further modification.

UV: Balance is the final word before silence.

043 · Sealed EscrowPROVISIONAL

Offer→Resolve · 1 Order • both commit

Lock payments until simultaneous resolution or return.

UV: What is sealed cannot be promised twice.

044 · Last-Light ProcurementPROVISIONAL

Shortage reaction · offer 2 Coin • declare Need

Before shortage, 30-second offer: 2 Coin for 1 good; accept or decline, no modify.

UV: Need makes midnight merchants of us all.

045 · Caravan WritPROVISIONAL

Gesture · 1 Provision • Champion/Specialist

Choose another House’s character within 6 and offer that House up to 2 Goods as a gift. If accepted, transfer them. Active Accord Hall removes range.

UV: A kingdom survives along its quiet roads.

046 · Broker’s SealPROVISIONAL

Diplomacy · 1 Coin • two other Houses

Mediate their agreement; if it resolves, gain 1 Influence.

UV: The third voice decides what two cannot.

047 · Deferred BondPROVISIONAL

Offer→next cycle · 1 Order collateral

Receive now, pay next cycle. Honor returns collateral; default lets creditor take it and adds +1 Chaos.

UV: Tomorrow is the most expensive currency.

048 · Triune ExchangePROVISIONAL

Command→Offer→Resolve · 1 Luxury • 3 Houses

Each commits 1 good or Coin to another. All accept or none.

UV: Three hands turn the wheel of fortune.

Diplomacy

049 · Accord of Open HandsPROVISIONAL

Accord · Each commits 1 Influence

If honored, return commitments and each gains 1 Influence. Once per pair per Age.

UV: Trust is a kingdom built without walls.

050 · Shieldbound CompactPROVISIONAL

Accord · Each commits 1 Order

Once, ally spends committed Order to grant +2 Guard against an attack.

UV: A shield promised is already raised.

051 · Writ of PassagePROVISIONAL

Accord · 1 Influence + target acceptance

Traverse through controlled coordinates and sites; cannot claim or end without permission.

UV: Peace begins where the road remains open.

052 · Shared BurdenPROVISIONAL

Accord · Each commits 1 Influence

Once before expiry, transfer 1 existing good to satisfy the other House’s Need.

UV: Your hunger is carried in my vessel.

053 · Border ArbitrationPROVISIONAL

Accord · Each commits 1 Influence • neutral/disputed site

Suspend combat; D20 + Presence. Winner claims next cycle; tie stays neutral.

UV: Let presence decide where weapons would fail.

054 · Declared RivalryPROVISIONAL

Accord · Each wagers 1 Influence

First to defeat a character or destroy a structure takes both; no result returns wagers.

UV: A rivalry witnessed becomes law.

055 · Oathbreaker’s ReckoningPROVISIONAL

Betrayal reaction · no cost

Breaker may withdraw. If not, normal penalty applies; you gain 1 Influence + 1 Order.

UV: Every broken oath leaves a visible scar.

056 · Grand ConcordPROVISIONAL

Accord · Each participant commits 1 Order

No direct attacks through next cycle. Uphold: return + remove 1 Chaos. Break: forfeit + add 2 Chaos.

UV: For one turning, the realm remembers unity.

Chaos

057 · Aether StormROUGH

Cycle event

Special movement requires D20 + Insight 11; failure cancels the special move only. Rupture: related infrastructure inactive next cycle.

UV: The sky forgets which direction is real.

058 · Blood MoonROUGH

Cycle event

First successful attack each turn gains +1 weapon damage before Armor. Rupture: first Downed begins with one rescue turn spent.

UV: Every wound shines beneath the red witness.

059 · Failed HarvestROUGH

Cycle event

Surplus +2 becomes +1; sites normal. Rupture: Neutral +1 becomes 0.

UV: Empty fields speak louder than armies.

060 · Border MassacreROUGH

Two neighboring Houses

Each spends 1 Influence or enters Declared Rivalry; if both spend, remove 1 Chaos. Rupture: cost 2; passage suspended.

UV: Fear invents an enemy before dawn.

061 · Veil BreachROUGH

Hazard • center marker

Special actions within 2 require Insight 11. Adjacent Command, Insight 14, seals. Rupture radius 3; failed seal wounds; sealing removes 1 Chaos.

UV: Something outside the realm has looked inward.

062 · The Unquiet DeadROUGH

Hazard • nearest uncontrolled site

Entering requires Might or Insight 11; failure ends Traverse. Rupture failure also wounds. Two successful Commands clear; activate next cycle.

UV: The abandoned do not remain unclaimed.

063 · Shattered RoadsROUGH

Cycle event

Movement 5–6 counts as 4; Wayline chooses two but max 4. Rupture: all Traverse −1, minimum 1; Waylines inactive.

UV: The earth closes roads it no longer trusts.

064 · Council in PanicROUGH

Cycle event

Maximum one active Accord this cycle; extras suspended without betrayal. Rupture: new Accords cost proposer 1 Order; Grand Concord unavailable.

UV: When the council trembles, the realm fractures.

Discovery

065 · Whispering CoordinatesROUGH

Command · Insight 10 • no cost

Secretly examine one other facedown Discovery.

UV: The coordinate was whispering before the map existed.

066 · Cartographer’s GraveROUGH

Command · Insight 11 • 1 Coin

Gain a Survey token that rerolls one Traverse from this coordinate. Failure returns Coin and ends.

UV: His final road began beneath his name.

067 · Hidden CacheROUGH

Command · Insight 12

Take 1 good of choice from supply; cap applies. Natural 1: gain Clue but no good.

UV: The forgotten often leave provisions for the worthy.

068 · Forgotten CausewayROUGH

Command · Insight 12 • 1 Material

Link to nearest revealed site; one friendly full Traverse along it, then remove. Failure discards Material.

UV: Some roads remember both of their endings.

069 · Ruined ObservatoryROUGH

Command · Insight 13 • 1 Order

Examine next two Chaos cards and reorder. Failure by 5+ adds 1 Chaos.

UV: The stars recorded what the council concealed.

070 · Living ArchiveROUGH

Command · Insight 14 • 1 Luxury

Archive token: +1 Insight on next two Discovery checks. Failure locks site until next cycle.

UV: Knowledge breathes when a question enters.

071 · Meridian VaultROUGH

Command · Insight 15 • 1 Luxury

Gain 2 Clues. May spend 3 to reveal 2 Relics, keep 1, bottom other. Failure adds 1 Chaos and seals for the Age.

UV: Every meridian bends around the hidden door.

Relics

072 · Shard of First AegisROUGH

Passive • Invoke after hit · bound Relic

+1 Guard. Invoke: reduce resulting damage to zero before a wound.

UV: The first defense was a promise, not a wall.

073 · Meridian CompassROUGH

Passive • Gesture Invoke · bound Relic

Adjust Traverse ±1 within 1–6. Invoke: move directly to a revealed Discovery in same quadrant; entire turn.

UV: North is merely where intention gathers.

074 · Hammer of First StoneROUGH

Passive • Gesture Invoke · bound Relic

Once/cycle Build or Repair costs 1 less Material, minimum 1. Invoke: repair 2 total Integrity within 1.

UV: Every kingdom remembers the sound of its first stone.

075 · Chalice of Last EmberROUGH

Passive • Gesture Invoke · bound Relic

Healer may stabilize from 1 away. Invoke: remove 1 wound from carrier or adjacent stabilized; cannot remove final wound from currently Downed.

UV: One ember survives inside every ending.

076 · Coin of Two CrownsROUGH

Passive • Gesture Invoke · bound Relic

First Commerce each cycle costs 1 less Coin, minimum 0. Invoke: trade despite Chaos suspension; consent required.

UV: Its second face belongs to whoever believes.

077 · Crown of Many VoicesROUGH

Passive • Gesture Invoke · bound Relic

+1 Presence in Arbitration, Accord, and formal diplomacy. Invoke: propose Accord without activation Influence or Order; other rules apply.

UV: A true crown speaks in more than one voice.

078 · Heartstone of AegisROUGH

Passive • Gesture Invoke · bound Relic

+1 Insight sealing Hazard, Breach, or Chaos. Invoke: cancel Rupture text; Standard resolves.

UV: The realm has a heartbeat—and it is listening.

Majors

079 · March of Sovereign BannerROUGH

Command · 2 Order + ready Champion

Champion and up to two cohorts within 3 each move up to 3 without roll; one selected character makes a normal attack.

UV: When the true banner moves, distance kneels.

080 · Great ReforgingROUGH

Command · 2 Materials + Specialist

Up to two friendly structures or sites within 3 repair 1 each; one newly built or claimed target activates immediately.

UV: The broken realm remembers its intended shape.

081 · Council of Four BannersROUGH

Command · 2 Influence + 1 Luxury

Suspend rivalries for one window; every House gets one Offer or Accord. Three or more completed agreements remove 1 Chaos.

UV: Four voices can silence a thousand blades.

082 · Meridian RevelationROUGH

Command · 1 Clue + 1 Luxury

Reveal all facedown Discovery; passage to one in Champion’s quadrant; Traverse and investigate +2; success gives 2 Clues.

UV: For one breath, every hidden road becomes gold.

083 · Binding of FractureROUGH

Command · 2 Order • Insight 14

Other Houses may contribute 1 Order for +1 each, max +3. Success discards active Chaos and reduces 2; failure reduces 1.

UV: The fracture closes only when many hands hold it.

Flex

084 · Ember of ReturnROUGH

Setup • early Downing / learning · module

Once/House/Age first Downed gets a four-turn Med Flag; when stabilized may move 1.

UV: The realm grants one breath beyond the ending.

085 · Relief CharterROUGH

Setup • shortage spiral · module

After second consecutive shortage, surrender 2 Surplus to take 1 Need from supply, consume immediately, prevent that shortage Chaos.

UV: Pride cannot be eaten.

086 · Swift RoadsROUGH

Setup • short session · module

D6 results 1–2 count as 3; results 3–6 unchanged.

UV: The road quickens when the hour grows thin.

087 · Twin ThronesROUGH

Setup • two players · module

Use central 18×18 area; Chaos starts at 1; place three Discovery markers.

UV: Two sovereigns make every border absolute.

088 · Fourfold BalanceROUGH

Setup • four players · module

Place five Discovery markers; Production / Consume simultaneous; each House initiates only one diplomacy window/cycle but may respond.

UV: Four banners require a wider wind.

089 · Final BellROUGH

Setup • one-hour anti-stall · module

At ten minutes, reveal. Each new cycle +1 Chaos; new Claims activate immediately; resolve Deferred Bonds before time expires.

UV: When the final bell speaks, hesitation becomes history.