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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).

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.

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
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)

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
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)

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+

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