HOARDS OF THE ANCIENT REALMS

Table Helper  ·  Prototype
seed
Same seed = same sequence. Replay a game after a rules change.
Year 1
Spring
Round 1
Ruin 0
16 tidings
Castles  

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).

Secret Charges  — deliberately empty

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 & production
SeasonProduces
SpringForest, High country
SummerFields, High country, Coast
AutumnFields ×2, Coast
WinterNothing — the Feast
Steading1
Hold2
Realm Bonus+1 per 3 connected cleared hexes
Ashed hexnothing, for anyone
Costs & combat
BuildCost
Steading1 Grain + 1 Stone
Hold2 Stone + 1 Iron
Wall2 Stone
Castle3 Stone + 2 Iron + 1 Grain
Warband (2)1 Grain + 1 Iron
Longship2 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.

Ruin track & scoring
0–3Eldgrim sleeps
4The wyrm wakes — moves each round
7Clearing costs 2 Iron · the Breach may be attempted
10The Reckoning — one final round
13All 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 held5 / +2
Hold · Steading · Hold fed2 · 1 · 1
Each 3 Honor2
Each Heirloom3
The Hoard (3 cards)~12

Scoring is fully open. Ties: most Honor, then most castles.

Eldgrim — the Expedition

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.