Actions 📖 Rules
Any Power
| Action | Skill | Taken by | Rules |
|---|---|---|---|
| Tax📖 Rules | ⚖️ Law | All | Gain coins equal to the town wealth; apply Taxed 1 and Uprising 1. Slumlord: coin from population, Uprising instead of Taxed. Prison: Fear from population instead of coin. Difficulty: the sum of negative statuses on the town. |
| Feed📖 Rules | 🌱 Nature | All | Increase the town population by 1. Difficulty: current population, doubled for each prior Feed in this town this season. |
| Lay Roads📖 Rules | 🦶 Transport | All | Add roads to the target hex. Difficulty 3, or 6 for difficult terrain. |
| Hold a Feast📖 Rules | ♥️ Charisma | All | GM provides rooted agents with total rank equal to excess successes. Difficulty: total rank of rooted agents in the town (+1 then doubled if agents died here this or last season — GM adjusts). |
| Build📖 Rules | ⚒️ Industry | All | Construct a new built feature in a claimed town, with any of its upgrades already installed (each adds its complexity) — pick a catalog type to create it automatically, or describe something new for the GM to build by hand. Pick one of your strongholds to add a module instead, or a wilderness hex to raise a new stronghold. Difficulty: the new complexity plus the number of existing features there. |
| Upgrade📖 Rules | ⚒️ Industry | All | Add an upgrade to a feature in place, for 1 less difficulty than building it fresh. Pick one of its catalog upgrades to apply it automatically, or describe something new for the GM to add by hand. Difficulty: the new complexity plus the number of *other* features in the town. A stronghold’s modules are added with Build. |
| Demolish ↩️📖 Rules | ⚖️ Law or ⚔️ Warfare | All | Destroy a built feature in a claimed town. Other claimants may ↩️. Difficulty 1. |
| Clear a Ruin📖 Rules | — | All | Remove Threat from a ruin equal to your successes past the secret difficulty (blank difficulty = the ruin’s own). At 0 Threat the GM narrates the reward and converts the ruin into a useful feature. Armies with apt skills can serve as assets. |
| Trade📖 Rules | 🦶 Transport or ♥️ Charisma | All | Forge a trade agreement between two CLAIMED towns (ruling: unclaimed towns cannot trade — claim them first); each gains wealth equal to the NEW resources it gains access to (farms → Grain, Commercial guilds → Service, extractors/revealed hex resources — computed at apply, wealth stays registry-editable). The agreement is recorded in the trade ledger; the same route can’t be forged twice. Difficulty: each new good’s mobility short of the town distance, +2 if no single power claims both towns. |
| Delve📖 Rules | 📖 Delve | All | Delve into a dungeon: attempt its first uncleared floor (difficulty = that floor’s; completing a floor reveals the next). Uniquely, 📖 Delve may ride alongside one other skill. Floor rewards are GM-narrated. |
| Levy📖 Rules | ⚔️ Warfare | All | Create a rank-1 army in a claimed, non-Depopulated town (size up to population); it gains its ancestry’s bonuses and one level-up bonus of your choice. The town gains Depopulated equal to a quarter of the size, rounded down. Difficulty: the size plus the town’s Uprising. |
| Train📖 Rules | ⚔️ Warfare | All | Rank up an army: on success, run the level-up helper (it applies the bonus table and the fee increase). Train ranks up directly and grants NO experience — experience is the post-battle asset. A Respect power gains respect = successes at apply. Difficulty: the new rank + a quarter of the size, rounded down. |
| Forge Armaments📖 Rules | ⚒️ Industry | All | Upgrade the army’s equipment tier (+1 armor). Difficulty: the target tier + a quarter of the size, rounded down. Unique metals are critical; industrial iron is assured. |
| Gather Cowards📖 Rules | ♥️ Charisma | All | Recover routed units from a dispersed army — the number of successes is the number of units recovered (up to the number that fled). +3 asset if you previously controlled them. |
| Muster📖 Rules | 🦶 Transport | All | Move armies you control from their garrisons to the target hex. Rough terrain doubles the cost; roads make steps ~free (½ — the app’s unified ruling for "negated"/"halved"). Each army compares the cost to its own mobility — difficulty is the total overrun. Declared as a regarrison, the armies take a garrison on the target hex as their new one: +2 difficulty per army moving to a new garrison. |
| Targeted Seeking📖 Rules | 👁️ Vigilance | All | Search a hex: influence detected on 1 success, hidden armies on 2, creatures/hidden objects on 3. Name one particular thing for 1 assured success against it. Cannot be resisted. |
| Broad Seeking📖 Rules | 👁️ Vigilance | All | As Targeted Seeking but covering the hex and all surrounding hexes; detection thresholds are doubled (2/4/6). Cannot be resisted. |
| Cast a Ritual ↩️📖 Rules | 🔮 Sorcery | All | Complete a ritual, alone or with collaborators who take a Collaborate action on your casting hex the same month. Difficulty (and rank): twice its current generic cost — each successful cast raises that cost by 2. Your declared mana is spent when you roll; the bill settles at resolution against everything pooled on the hex. Some rituals can be resisted (half difficulty). |
| Collaborate📖 Rules | — | All | Join another power’s action: gather your assets at a hex where theirs gathers — either town of a trade, either endpoint of a move, a ritual’s casting hex — in the same month. Your mana is spent when you roll and pools on the hex; your successes are folded in by the GM. On the wrong hex the collaboration fails and the primary is judged on their own strength. |
| Dispel📖 Rules | 🔮 Sorcery | All | Break a permanent ritual effect. Difficulty: the original ritual’s difficulty (base generic cost × 2 — GM adjusts for a post-escalation casting). The unmaking itself is GM-adjudicated. |
| Duel ↩️📖 Rules | — | All | Defeat a specific character in one-on-one conflict; declare their location (wrong = action lost). Pick the power or agent you are calling out — a picked POWER gets to ↩️ — or name someone the registry does not know. Champions are a person; a city or conspiracy needs the leader named. Difficulty 1. |
| Negotiation ↩️📖 Rules | ♥️ Charisma | All | Bring an NPC — an adversary, a rogue army, an agent — around to your way of thinking. Difficulty: usually the target’s rank, heavily modified by how far their goals align with yours. Does not apply to a player power itself, though it can elicit actions from their contacts, who may then ↩️. |
Cities
| Action | Skill | Taken by | Rules |
|---|---|---|---|
| Annex ↩️📖 Rules | ⚖️ Law | All | Claim a town where you control an army (present since the start of the month). Champions/conspiracies with a claim may ↩️. Difficulty: towns you already claim. |
| Channel📖 Rules | 🔮 Sorcery | All | Gain one mana matching a claimed town’s element for every season since Channel was last taken there. |
| Coming of Age📖 Rules | ♥️ Charisma | Sovereign | Create a new heir (loyal rank-2 follower agent), to a maximum of 3. Difficulty: 4, −1 per season since last used (or since the start of the epic). |
| Recruit Mercenaries📖 Rules | ♥️ Charisma | Overlord | Create a rank-2 mercenary army in your capitol, size up to half its population. Cost: 2 coin per unit, charged when you roll. Difficulty: the size + your mercenary armies. |
| Reform📖 Rules | 🌱 Nature | Celestial | Regain one unit in your personal army (max 6; it arrives with one wound), then remove wounds equal to your successes. Mark the army with the “Personal Army” keyword. |
| Grand Knighting📖 Rules | ♥️ Charisma | Sovereign | Declare a new royal guard (loyal to you); any existing guard at minimum ceases to be loyal. Difficulty: the current royal guard’s rank. Guard is marked with the “Royal Guard” keyword. |
Conspiracies
| Action | Skill | Taken by | Rules |
|---|---|---|---|
| Infiltrate ↩️📖 Rules | ⚖️ Law | All | Claim a town where you have the most influence; other conspiracies lose their claims. Difficulty: towns you already claim + the sum of other influences in the town. |
| Into the Fold ↩️📖 Rules | ♥️ Charisma | All | Make a friendly agent loyal only to you. Cost: influence equal to the agent’s rank, spent at their location (declare the split, or the app picks). Difficulty: the agent’s rank. Prior loyal power may ↩️. |
| Workers, Unite! ↩️📖 Rules | ♥️ Charisma | All | Make an industry in a claimed town loyal only to you. Cost: influence equal to half its complexity. Difficulty: half its complexity. Prior loyal power may ↩️. |
| Heretical Soldiers ↩️📖 Rules | ♥️ Charisma | All | Take control of a friendly army (cannot be loyal to another power). Cost: influence equal to its rank. Difficulty: the army size × 2. Regarrison up to mobility + excess successes. Prior controller may ↩️. |
| Riot Shaping📖 Rules | ⚖️ Law | Cause | Convert Uprising in a town into your influence there. Difficulty: 1, increased by anything you’ve done to harm this town’s denizens (GM adjusts). |
| Loyalist Levy📖 Rules | ⚔️ Warfare | Cause | Levy an army (size up to your influence in the town) and rank it up once. Cost: coin equal to the size, charged when you roll. Difficulty 3. |
| Channel Influence📖 Rules | — | All | Spend 1 influence at up to 3 locations, generating a mana of the terrain element from each. The influence is spent at the named hex itself (no surrounding-hex spillover). |
| Sacrificial Summoning📖 Rules | 🔮 Sorcery | Cult | Convert an army you control into a Patron’s Finger army of the same size (stats copied from your “Finger Template” army). Cost: FW mana (pay via a spell line or by hand). Difficulty: the army’s size minus its rank. |
| Rise, Fingers📖 Rules | 🌱 Nature | Cult · Risen Ranks | After winning a battle last season where mortals were slain: raise a new Patron’s Finger army there, size = excess successes, capped at the units slain (Risen Ranks perk). Cost: FW. Difficulty 1. |
| Saboteurs📖 Rules | 👤 Subtlety | Cause | Roll an Xd10 attack on any number of armies in a hex (your pick), where X is your influence there after paying 2 influence. Difficulty: 2, +2 once used this season. |
| Reshape the Land ↩️📖 Rules | 🌱 Nature | Circle | Change a hex’s terrain type (difficult or not). In a town, all its industries are disrupted for the season. Powers able to cast spells from the hex may ↩️. Cost: 3 influence. Difficulty: 4 in towns, 2 in wilderness. |
| Uplift Master📖 Rules | 🔮 Sorcery | Circle | Create a new Master of the Circle — loyal rank-2 follower, mobility 1, tied to an element (max 3; 4 with Many Masters). Cost: 1 Air + 1 Water mana. Difficulty: 4, reduced by the rank of a loyal or friendly agent you convert into the master. |
| Wodewalkers📖 Rules | 🦶 Transport | Circle · Wodewalkers | Wodewalkers perk: target your outpost’s hex — gain 1 influence there and in each contiguous wilderness hex of the same terrain, up to your successes. |
Champions
| Action | Skill | Taken by | Rules |
|---|---|---|---|
| Commandeer ↩️📖 Rules | ⚖️ Law | All | Claim the town you stand in until you leave it; renounces all claims on other towns. Announced publicly; any claimant may ↩️. Difficulty 0. |
| March📖 Rules | 🦶 Transport | Paragon | Move yourself and armies garrisoned on you (Mobile Garrison) to the target hex as one column — the difficulty is the overrun past the slowest member’s mobility. |
| Wander📖 Rules | — | Wizard | Move across the map; spend a point of movement up to once per hex to gain a mana of that hex’s type. Difficulty: how far the route cost exceeds your mobility. |
| Trample Terrain📖 Rules | — | Dragon | Move publicly across the map, optionally damaging a feature as you leave a hex to gain a mana of its element. Difficulty: the overrun past your mobility, plus the total level of opposed armies on the route. |
| Slaughter📖 Rules | ⚔️ Warfare | Dragon | Population −1, then gain Fear/Respect equal to the new population; apply Uprising 2. Difficulty: Uprising + Depopulated stacks + units of opposed armies in the town. |
| Sack📖 Rules | ⚖️ Law | Dragon | Wealth −1, then gain coin equal to the new wealth; apply Uprising 2. Difficulty: Uprising stacks + units of opposed armies in the town. |
| Meditate📖 Rules | — | Paragon · Holy Magic | Holy Magic (Meditate option): gain 1 mana matching each terrain you’ve passed through this month (your route submissions). Difficulty 0. |
| Preach📖 Rules | — | Paragon · Holy Magic | Holy Magic (Preach option): gain 1 mana of each elemental association among the armies you lead (garrisoned on you). Difficulty 0. |
| Onward, for Further Glory ↩️📖 Rules | ♥️ Charisma | Paragon · Crusader | Crusader perk: in the month after battling alongside an army, convince them to join you — you gain control; the controlling power may ↩️. The GM verifies the shared battle. |
| Inquisitive Eater📖 Rules | 🔮 Sorcery | Dragon · Knowledge Gobbler | Knowledge Gobbler perk: gain an insight of rank equal to the town’s new effective population; apply Uprising 2 and Depopulated 2. Difficulty: Uprising + units of opposed armies in the town. |
Perk Actions
| Action | Skill | Taken by | Rules |
|---|---|---|---|
| Refresh an Agent📖 Rules | — | Managerial Practices | Managerial Practices perk: spend an action to refresh an agent’s once-per-season use. |
| Refresh a Feature📖 Rules | — | Civil Servants | Civil Servants perk: spend an action to refresh a feature of a town you claim. |
| Health Drive📖 Rules | 🌱 Nature | Health Drive | Health Drive perk (Respect powers): heal the sick in a claimed town — gain 2 respect per success; if successes exceed the population, it gains 1 population. Difficulty 1; once per town per season. |
| Inquisition ↩️📖 Rules | — | Inquisition | Inquisition perk (Fear powers): detect and remove others’ influence from a hex. Each excess success removes 1 influence; gain that much Fear. Affected conspiracies may ↩️. Difficulty: 0. |