Skip to content

Provinces and winning

The world has four provinces of 30 hexes each: the Shiverlands (tundra), Frostmaw Range (mountains), the Cinder Wastes (volcanic) and Glasswater Reach (frozen lakes).

Provinces stay open until the season ends, unless the team closes one early. An early close is always announced first: it shows on the war table as an event, usually 24 hours ahead .

When a province closes:

  1. Everything in its pending pots settles in, and holders are worked out one last time.
  2. The faction holding the most of its hexes wins it. Capitals count.
  3. If two factions hold the same number, the one with more influence across the province wins.
  4. Its hexes stay on the map, greyed out, and nobody can fight there any more.

When the season ends, every province still open closes. The faction with the most province wins takes the season. If that is a tie, the faction holding the most hexes across all the closes wins. Every player in the winning faction gets the season’s reward.

Your influence always goes to the faction you fight for, so pick your faction before your first battle.

Next: Events.