The numbers
The game keeps its numbers in rules versions. When the team changes a number, they save a new version, and new games use it. Games already played keep the version they were played with.
This page shows the versions the game uses now. Other pages in this guide use the same numbers.
From Clash rules v8 (the Crown)
| Widget | Power | Extra |
|---|---|---|
| Producer | 2 | +2 resources each match |
| Defender | 3 | – |
| Attacker | 3 | – |
| Booster | 1 | +2 when it touches your lead |
| Wildcard | 2 | +1 resource each match; on top it becomes the type it touches most |
Only the six faces you can see from above count: your lead and the five faces touching it (the Crown).
| Part of your score | Points |
|---|---|
| Your lead (the widget on top) | its power × 2 |
| Each Booster touching your lead | +2 |
| Each touching widget of your lead’s type | +1 |
| A Wildcard lead | becomes the type it touches most (Attacker, Defender or Producer) |
| Your lead beats theirs (the counter) | +3 |
Counters: Attacker beats Producer, Producer beats Defender, Defender beats Attacker.
| Result | Rank | Resources |
|---|---|---|
| Win | +20 | +5 |
| Draw | +5 | +3 |
| Loss | -10 | +2 |
Everyone starts on rank 1000. Producers and Wildcards add their resources on top of these.
2v2 In step (in the same Clash rules v8 (the Crown)): +2 when your lead is the same type as your partner’s.
Starter box (in the same Clash rules v8 (the Crown)): 3 Cogs (Producers), 3 Bastions (Defenders), 3 Wedges (Attackers), 2 Fins (Boosters) and 1 Shard (a Wildcard).
Sieges
Section titled “Sieges”From Siege rules v5
| Rule | Value |
|---|---|
| Rounds | 5 |
| The last round (the eruption) counts | 2 times |
| Team sizes | 1v1, 2v2, 3v3 |
| Home region: your lead face is the zone’s region number | +2 |
| Partner chain: teammate with the same lead type | +1 |
| Partner chain: teammate whose top face touches yours | +1 |
| Partner chain: most per player each round | +2 |
| Influence for each winner | 3 |
| Influence for each player in a draw | 2 |
| Influence for each loser | 1 |
| Ranked Sieges need full, even sides | yes |
| Smaller side’s best player rolls twice in the eruption (casual) | yes |
| Hand-entered rolls count at (unless each side used an electronic Core) | × 0.5 |
| Each extra Siege today against the same opponents | influence × 0.5 again |
| Most Siege influence one player can earn in a day | 30 |
| Pauses each side can use | 2 |
| A paused Siege carries on by itself after | 24 hours |
This table is Siege v1, used by the Season of Rime. Siege v1 uses the season’s original scoring: widget powers, Boosters, pairs, the lead and counters come from Clash rules v4 (whole Core: every widget counts, the lead counts ×2, counter +4, a Wildcard on top +2), not the Crown.
Siege v2: the world campaign
Section titled “Siege v2: the world campaign”From Siege v2 rules. Each battle is a Faultline game on the province’s battle map.
| Rule | Value |
|---|---|
| A battle’s length | 8 rounds |
| Team sizes | 1v1, 2v2, 3v3 |
| Influence for each winner, each player in a draw, each loser | 3, 2, 1 |
| Each capture point your team holds at the end: West, Centre, East | +1, +2, +1 |
| Hand-entered rolls count at (unless both teams used electronic Cores) | × 0.5 |
| Each extra battle today against the same opponents | influence × 0.5 again |
| Most influence one player can send in a day | 30 |
| Beside a season fault | influence × 0.5; a fault lasts 7 days |
| A province closing early is announced | 24 hours ahead |
| Tundra: settles in each hour, needed to take a hex | 100%, more than the holder |
| Mountains: settles in each hour, needed to take a hex | 100%, × 1.25 the holder |
| Volcanic: settles in each hour, needed to take a hex | 100%, more than the holder |
| Frozen lakes: settles in each hour, needed to take a hex | 80%, more than the holder |
Seasons and the map
Section titled “Seasons and the map”| Rule | Value |
|---|---|
| Maps in a season | 3 to 5 |
| Settlement (pending influence moves onto the map) | 5 minutes past every hour, UTC (also five past in UK time) |
| Faction changes each season | 1 (your first pick is free) |
| A ranked result you have not confirmed is confirmed by itself after | 24 hours |
| Map winner | the faction holding the most zones when the map closes (tie: most influence) |
| Season winner | the faction with the most map wins (tie: most zones held at each map’s close) |
Faultline
Section titled “Faultline”From Faultline rules v10 (v0.3, the Crown, with the fault).
| Rule | Value |
|---|---|
| Lengths | 8, 10, 12 rounds, 3 waves a round |
| Your strength | your Crown, as in a Clash (no counter) |
| Most tokens on a zone | 3 |
| Defence for each token | +1 |
| The defender’s lead is a Defender | +2 |
| Your lead beats theirs (attacking) | +3 |
| Each capture point your side holds (attacking) | +1 |
| Surge: each teammate who acted in the region first | +2 |
| A zone held, each round | 1 |
| Capture points, each round | West 3, Centre 5, East 3 |
| A region majority (3 of 5 zones), each round | +3 |
| Land joined across 3 or more regions, each round | +2 |
| The last round’s points | x2 |
| Time for a move | 30 seconds |
| Pauses for each team | 2 |
The fault and the eruption
Section titled “The fault and the eruption”| Rule | Value |
|---|---|
| The fault opens at the end of round | 4 or 5 (8 rounds); 5 or 6 (10 rounds); 6 or 7 or 8 (12 rounds), chosen secretly |
| Which fault | last place rolls: 1 to 4 west, 5 to 8 centre, 9 to 12 east |
| Zones touching the crack lose | 1 token |
| An attack across the crack must win by | 3 or more |
| Vents last place places on empty crack zones | 2 |
| A held vent zone, each round | 2 |
| Time to roll for the fault or place the vents | 30 seconds, then the server does it |
| The eruption | the final round, before scoring: a region touching the crack is emptied (a capture point keeps its holder with 1 token) |
Rating and Level
Section titled “Rating and Level”From Progression settings as seeded (used from the switch to ratings). Rating replaces rank when ratings start (at the start of the next season); until then, rank works as in the Clash table above.
| Rule | Value |
|---|---|
| Everyone starts on | 1000 |
| Lowest possible rating | 600 |
| How far one game can move you (K): Clash, Siege | 16, 24 |
| Your first rated games | 10 games at 2 times K |
| At each season start, ratings move back towards 1000 by | 25% |
| XP for a Clash: loss, draw, win | 10, 13, 15 |
| XP for a ranked Siege: loss, draw, win | 30, 38, 45 |
| XP to reach Level 2 | 100, then 20 more for each Level after |
| Band | I | II | III |
|---|---|---|---|
| Frost | below 700 | 700+ | 800+ |
| Ember | 900+ | 967+ | 1034+ |
| Magma | 1100+ | 1167+ | 1234+ |
| Obsidian | 1300+ | 1367+ | 1434+ |
| Core | 1500+ | 1600+ | 1700+ |
Terrain
Section titled “Terrain”From Terrain as seeded with Rimehold
| Terrain | Effect |
|---|---|
| Tundra steppe | Producers +1 power |
| Ice field | no special effect |
| Glacier | influence settles at 80% each hour |
| Mountains | takes 25% more influence to capture; Defenders +1 power |
| Frozen lake | Boosters reach faces 2 steps away |
| Magma vents | Attackers +1 power |