First claim = built (5 Renown). Later claims transfer the hold only (+2 to whoever ends holding it).
Names follow board_spec_v1; five renames are still pending the owner's sign-off (HANDOFF §8.1).
Not in this build, on purpose. Secret Charges are a hidden scoring path (3–6 Renown) in a game whose ash mechanic depends on open information (§5.2), so they are a balance component — they cannot be tuned against an engine nobody has played.
They also add variance to the session that most needs a clean read. If a player wins holding one, you cannot tell whether the engine worked or the charge did.
Write them around session three, once the four measurements say what the game needs pushing toward. The reveal/hide UI goes here.
| Season | Produces |
|---|---|
| Spring | Forest, High country |
| Summer | Fields, High country, Coast |
| Autumn | Fields ×2, Coast |
| Winter | Nothing — the Feast |
| Steading | 1 |
| Hold | 2 |
| Realm Bonus | +1 per 3 connected cleared hexes |
| Ashed hex | nothing, for anyone |
| Build | Cost |
|---|---|
| Steading | 1 Grain + 1 Stone |
| Hold | 2 Stone + 1 Iron |
| Wall | 2 Stone |
| Castle | 3 Stone + 2 Iron + 1 Grain |
| Warband (2) | 1 Grain + 1 Iron |
| Longship | 2 Iron + 1 Stone |
Combat: roll 2 dice (0–3). Attacker takes higher, defender lower. Neither deals more hits than units present. Defender +1/Wall, +1 home terrain, +2 Castle (max 3).
Clear ash: 1 Iron (2 at Ruin 7+) · remove 1 per 2 units · +1 Honor each · always lose 1 unit.
Trade: any terms between players. Bank 3:1 only at a Port you control. Heirlooms and Honor never trade.
| 0–3 | Eldgrim sleeps |
| 4 | The wyrm wakes — moves each round |
| 7 | Clearing costs 2 Iron · the Breach may be attempted |
| 10 | The Reckoning — one final round |
| 13 | All players lose |
End of round, count ash: 0–3 → +0 · 4–7 → +1 · 8–11 → +2 · 12+ → +3.
Year One only: Ruin never advances more than 1.
| Renown | |
|---|---|
| Castle built / still held | 5 / +2 |
| Hold · Steading · Hold fed | 2 · 1 · 1 |
| Each 3 Honor | 2 |
| Each Heirloom | 3 |
| The Hoard (3 cards) | ~12 |
Scoring is fully open. Ties: most Honor, then most castles.
From Ruin 7, a player with a warband in Eldgrim's hex may attempt it. 6 wounds. Each exchange: you roll one die (0–3) and deal that many wounds, capped by units present; Eldgrim deals 3 back automatically, no roll. Then press on or withdraw — wounds do not persist.
Win: draw 3 Hoard cards, remove all ash within 2 hexes of the Breach, gain 3 Honor. Eldgrim sleeps until Ruin 10. Once per game only — a second victor gets the ash-clearing and Honor, not the treasure.