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.
| Slots | Category | Count | Status |
|---|---|---|---|
| 001–004 | Champions | 4 | OPEN / source recovery |
| 005–020 | Cohorts | 16 | OPEN / source recovery |
| 021–032 | Conflict | 12 | ROUGH DRAFT |
| 033–040 | Infrastructure | 8 | V0.2 PROVISIONAL |
| 041–048 | Commerce | 8 | V0.2 PROVISIONAL |
| 049–056 | Diplomacy | 8 | V0.2 PROVISIONAL |
| 057–064 | Chaos | 8 | ROUGH DRAFT |
| 065–071 | Discovery | 7 | ROUGH DRAFT |
| 072–078 | Relics | 7 | ROUGH DRAFT |
| 079–083 | Majors | 5 | ROUGH DRAFT |
| 084–089 | Flex modules | 6 | ROUGH 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
Command · 1 Order
Gain +2 Guard.
UV: OPEN
Command · 1 Momentum • ally
An ally assists the attack.
UV: OPEN
Command · 1 Material • structure
Attack a structure; −2 Armor for this resolution.
UV: OPEN
Med Flag reaction • Healer
The Healer may move 2.
UV: OPEN
Gesture • adjacent ally
Ally gains +1 Guard against the next attack.
UV: OPEN
After damage · 1 Momentum
Push the damaged target 1.
UV: OPEN
Command • ranged hit
On hit, apply Slow.
UV: OPEN
Command • Cohort
Clear one condition from the Cohort.
UV: OPEN
During movement · 1 Order
Gain +1 Guard for the advance window.
UV: OPEN
Reaction to push · 1 Momentum
Shift 1.
UV: OPEN
Attack
+1 if an ally already struck the target this round.
UV: OPEN
Downed ally · 1 Momentum
The ally acts once before falling; legal limits OPEN.
UV: OPEN
Infrastructure
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.
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.
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.
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.
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.
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.
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.
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
Command→Offer · 1 Coin • show 1 Surplus
Invite two Houses; choose one agreement.
UV: Value begins when more than one hand reaches.
Modify · 1 Influence • original proposer
Change one final term; target accepts or declines; no further modification.
UV: Balance is the final word before silence.
Offer→Resolve · 1 Order • both commit
Lock payments until simultaneous resolution or return.
UV: What is sealed cannot be promised twice.
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.
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.
Diplomacy · 1 Coin • two other Houses
Mediate their agreement; if it resolves, gain 1 Influence.
UV: The third voice decides what two cannot.
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.
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
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.
Accord · Each commits 1 Order
Once, ally spends committed Order to grant +2 Guard against an attack.
UV: A shield promised is already raised.
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.
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.
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.
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.
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.
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
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.
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.
Cycle event
Surplus +2 becomes +1; sites normal. Rupture: Neutral +1 becomes 0.
UV: Empty fields speak louder than armies.
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.
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.
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.
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.
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
Command · Insight 10 • no cost
Secretly examine one other facedown Discovery.
UV: The coordinate was whispering before the map existed.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
Setup • short session · module
D6 results 1–2 count as 3; results 3–6 unchanged.
UV: The road quickens when the hour grows thin.
Setup • two players · module
Use central 18×18 area; Chaos starts at 1; place three Discovery markers.
UV: Two sovereigns make every border absolute.
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.
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.