Skip to content

A round

A round has 3 waves. In each wave everyone rolls once and acts once. After the third wave the round is scored. The app numbers rounds in Roman numerals: Round IV of X is round 4 of 10.

Roll your Core on a flat table, or tap the face on top. Landed on an edge? Roll again. The app shows who you are still waiting for, but not what they rolled.

Your lead is the widget on the face on top. Your strength is your Crown, scored from the six faces you can see from above, just as in a Clash:

  • your lead’s power × 2 (Attacker 6, Defender 6, Producer 4, Wildcard 4, Booster 2),
  • +2 for each Booster touching it,
  • +1 for each touching widget of your lead’s type.

A Wildcard lead becomes the type it touches most (Attacker, Defender or Producer).

Example: a Wildcard on face 8 touches a Booster, two Defenders, a Producer and an Attacker. It becomes a Defender: 2 × 2 = 4, +2 for the Booster, +1 for each Defender = 8.

When your roll comes in, the app shows how it scored: the top face, the five faces touching it (Boosters light up with +2, widgets of your lead’s type with +1) and the sum. Tap Continue or swipe down when you have read it. It also folds into the Your roll card by itself when it is your turn to give an order, or after 8 seconds without a touch. Tap the card to see it again. See Reading your roll.

Face 8 on top with a Wildcard that becomes a Defender: 2 × 2 = 4, the Booster on face 2 adds +2, the Defenders on faces 3 and 9 add +1 each: a Crown of 8

The strongest player acts first, then the next, and so on. Ties are drawn at random. The app shows the order and what everyone did before your turn.

You can only act next to land your side already holds:

  • Claim an empty zone that touches your land.
  • Reinforce a zone you hold: +1 token, up to 3.
  • Attack an enemy zone that touches your land.
  • Pass: do nothing this wave.

Choose on the map, then confirm. Tap a zone: it gets a gold outline, and the button under the map says what you will do there, for example Claim Hollow Steppe, Reinforce the Centre or Attack Whiteveil · 12 v 7. The order comes from the zone: an empty zone is a claim, your own is a reinforce, theirs is an attack. Tap the button to give the order. Tap another zone to change your mind. If you can’t act on a zone, a short reason shows under the button (for example “Not next to your land”). To do nothing, tap Pass beside the button.

Under the map, suggested orders list what you can do, best first: the best one glows when the attack preview is on. Tapping a suggestion selects its zone on the map and moves the map there; it does not give the order.

Once your order is given, the button reads Order given and the app shows who you are waiting for until the wave is over. If your side has no land at all (very rare), you may claim an empty home zone.

You have 30 seconds for your order. After that, any other player can tap Skip, and the game gives the order for you.

Each teammate who has already acted in the same region this wave adds +2 to your attack there. The map shows Surge regions with a gold outline and a +2 seal. Pushing together pays.

  • Your attack: your Crown, +2 for each teammate already in that region (Surge), +3 if your lead beats theirs (Attacker beats Producer, Producer beats Defender, Defender beats Attacker), and +1 for each capture point your side holds.
  • Their defence: their side’s best Crown this wave, +1 for each token on the zone, and +2 if that player’s lead is a Defender.
  • Higher wins. If you win, their tokens go and you place 1 of yours. A loss or a tie changes nothing.

Example: your Wildcard leads with a Crown of 8. Sam has already struck that region (+2 Surge) and your side holds two capture points (+2): your attack is 12. Ana leads with a Producer, a Crown of 4, and the zone has 3 tokens: 4 + 3 = 7. 12 beats 7, so you take it.

Each side scores:

  • 1 for each zone it holds,
  • its capture points: West 3, Centre 5, East 3,
  • +3 for each region where it holds 3 or more of the 5 zones,
  • +2 if its land forms one joined area across 3 or more regions.

Partway through, one round ends with the fault opening: see The fault and the eruption. The last round ends with the eruption, then scores double. Most points after the last round wins. If that is a tie: most zones, then most region majorities, then it is a draw. See The result and the replay.

Next: Capture points.