Be the first to reach 10 victory points (VP) on your own turn. Homestead = 1 VP, Stronghold = 2 VP, Longest Trail = 2 VP, Warden of the Wastes = 2 VP, each hidden Relic card = 1 VP. Once Act III has begun, if the board ever fully heals (no scorched land remains), the game ends immediately and the highest VP wins β the world is whole, and civilization is judged.
1) Roll two dice. Every tile with that number produces for adjacent buildings. 2) Then in any order: trade, build, play one Legacy card, Bribe the raiders (once), Reclaim land (once). 3) End your turn.
Every tile has two halves. Each half is a resource or scorched (dead). A homestead collects Β½ card per healthy half when the tile's number rolls (a stronghold collects double). Halves can heal into different resources, creating mixed tiles that pay Β½ of each. Your bank tracks half-cards automatically β you can only spend, trade, or lose whole cards.
When an event scorches a half next to your building, you immediately salvage Β½ card of what was destroyed (1 full card per stronghold). Destruction events will never reduce any player to zero total production β the storm re-targets.
On a 7: nobody produces. Anyone holding more than 7 cards discards half. The roller moves the raider band to any tile (it stops producing) and steals 1 random card from a player there. Then a World Event is drawn β the land burns or heals, often in blast zones or fronts spanning several tiles. Finally the numbers rotate.
After every event, all number tokens shift one step: the outer ring turns one way, the inner ring the other. It's fully predictable β use the β Next spin preview to plan. Hot numbers cool off; dead corners come alive.
The world's mood follows the leader's progress. Act I β The Burning (leader β€ 4 VP): events mostly destroy. Act II β The Turning (5β7 VP): balanced chaos. Act III β The Bloom (8+ VP): healing takes over and the board races toward wholeness. The more scorched the board, the more the world leans toward healing (and vice versa).
Pay any 3 cards to heal one scorched half next to any of your buildings. The new resource is random β the land decides.
Pay any 2 cards to the warlord to move the raider band anywhere and steal 1 random card from a player there.
On your turn, trade at the open table: π’ Offer cards you'll part with (optionally naming what you want) and every player tells you what they'd pay, or π Ask for cards you need and every player quotes their price. You see all responses side by side and take the best deal β or walk away. Trade with the bank at 4:1, or better via Trading Posts your buildings touch (3:1 generic, 2:1 for a specific resource). Only whole cards trade.
Bought face-down; playable from your next turn, max one per turn. Militia β move the raiders and steal (counts toward Warden). Relic β a hidden 1 VP, revealed when you win. Embargo β name a resource; all players give you every whole card of it. Supply Cache β take any 2 cards. Trailblazing β build 2 free trails.
Longest Trail: first unbroken trail of 5+ (2 VP; stolen only by a strictly longer one). Warden of the Wastes: first to play 3 Militia (2 VP; same stealing rule). Opposing buildings break trails.
In hotseat games the device blacks out between human turns β hands, Legacy cards, and half-card fractions are only ever shown to their owner. Steal results name the card only to the thief and victim.