Realm Master’s GuideTime

2

Time, Economy, and State

Cycles, Ages, and the words on the board

A round is every House acting once. A cycle is three rounds plus Economy. An Age is three cycles. If you lose the clock, you lose the game’s spine.

Cycle Economy sequence

StepEconomy action
1Resolve Production.
2Consume each House’s primary Need.
3Apply or clear shortages; a second consecutive shortage adds 1 Chaos.
4Resolve delayed agreements, deliveries, Breaches, and Defaults.
5Expire end-of-cycle effects and refresh once-per-cycle effects.
6Advance the cycle marker.

State glossary

StateMeaning
ControlledOne House has an uncontested legal control marker.
NeutralNo House has established control.
ContestedOpposing characters or effects currently dispute control.
UncontrolledA formerly controlled feature has no current controller.
DisputedA claim or ownership question is unresolved by the current effect.
ActiveThe feature may provide its printed benefit.
InactiveThe feature remains in play but provides no printed benefit.
DestroyedThe feature is removed or marked destroyed and requires rebuilding before activation.

A valid Claim marks control; the site activates next cycle. Destroying a site adds +1 Chaos. Rebuilding returns it to inactive status until activated again. Controlled, uncontrolled, neutral, disputed, and revealed site states need precise glossary definitions—use the table above until a later lock tightens them.

Each House begins with 2 Order, 1 Influence, 2 Coin, and 1 unit of its primary Need good. Cap 5 per good and 10 Coin. Standard suppression is 2 Order → −1 Chaos, limited to one normal Order reduction per player per cycle. Special cards may exceed this.