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.
| System | Current rule |
|---|---|
| Core rhythm | Traverse → Command → Gesture; one-minute turns. |
| Board | 24 × 24 coordinate grid; Realm Seed changes active features each game. |
| Movement | Roll one D6. Orthogonal or diagonal. |
| Diplomacy | Two-minute window: Offer → Accept / Decline / Modify → Resolution. |
| Combat | D20 + Might versus Guard; roll weapon damage; Armor reduces damage. |
| Health | Champions: 3 wounds. Cohorts: 2 wounds. Downed at capacity. |
| Rescue | Three-turn Med Flag; a Healer Command stabilizes. |
| Economy | Provisions, Materials, Luxuries; Surplus / Neutral / Need. |
| Chaos | Track 0–6; at 6 resolve Breaking Point, then reset to 3. |
| Victory | 10 total Reign, at least 6 aligned to the secret Path, then survive a Crown Round. |
| Momentum | Cap 3; gain at most 2 per turn. |
| Accords | Face-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.