How to play
Each player leads an adventuring company in a free city. You start with 10 cards, 2 envoys and 3 sellswords. Each season, your envoys visit the city's places to gather gold, gems, holy water and favour.
- The season. A new monster comes down from the hills. Each company draws 5 cards. Then the companies take turns, one at a time.
- An envoy turn. Play a card and send an envoy to a free place that shows one of its signs. Pay the place's cost, then take what the place and the card give.
- The reveal turn. When you want, show the cards left in your hand. Their sway hires new heroes from the market, and their might counts in the hunt. After your reveal turn, you take no more turns this season.
- The hunt. At a place with crossed blades, send sellswords into the hunt. Each sellsword gives 2 might. Each roc gives 3 might. The most might takes the first reward and keeps the monster card.
- The four powers. A visit to a place of the Crown, the Temple, the College or the Circle gives 1 step of favour. At step 2 you get 1 renown. At step 4 you get a bonus, and the first company there takes the alliance banner.
- The end. When a company has 10 renown, or after the tenth season, the game ends. Then the most renown wins.
Alone or with one friend
With 1 or 2 players, rival companies join the table. They send envoys and join the hunt, but they never hire heroes. Their level is the bots' level.
Why it is fair
Every shuffle comes from a secret seed. You see its fingerprint at the start of the game. You see the seed itself at the end. So you can check every card that the seed dealt. Verify a game.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
We changed the material: names are used with new rules.