Player’s HandbookReference

XI

Player’s Reference

The numbers you will look up mid-turn

Keep this chapter under a glass. When the timer is running, you need the sequence, not the lore.

Locked prototype baseline
SystemCurrent rule
Core rhythmTraverse → Command → Gesture; one-minute turns.
Board24 × 24 coordinate grid; Realm Seed changes active features each game.
MovementRoll one D6. Orthogonal or diagonal.
DiplomacyTwo-minute window: Offer → Accept / Decline / Modify → Resolution.
CombatD20 + Might versus Guard; roll weapon damage; Armor reduces damage.
HealthChampions: 3 wounds. Cohorts: 2 wounds. Downed at capacity.
RescueThree-turn Med Flag; a Healer Command stabilizes.
EconomyProvisions, Materials, Luxuries; Surplus / Neutral / Need.
ChaosTrack 0–6; at 6 resolve Breaking Point, then reset to 3.
Victory10 total Reign, at least 6 aligned to the secret Path, then survive a Crown Round.
MomentumCap 3; gain at most 2 per turn.
AccordsFace-up; maximum two active per House.

Where to look next

  • Realm Master’s Guide — setup, Seed, Chaos, Breaking Point, Crown Round, full card register, playtest.
  • Realm Forge — the 24 × 24 board in foam, cardboard, paint, and electronics, plus the live map planner.
  • Foundry — new editions, extra chapters, picture plates, change log.