Setup

Example of how to setup a new game.

Create a deck with all Role dominoes. Shuffle and deal each player 1 Role. Once revealed, also give each player their corresponding Starting Dominoes.

Start the Shared Map in the center of the table by combining the Starting Dominoes of all Roles (even those not in the current game) however you like.

All players also start their Personal Map by placing their second Starting Domino before them.

Objective

This game is a mix of cooperative and competitive by default. Still, you must choose if you play as a group (cooperative) or against each other (competitive).

These rules explain the cooperative version first; at Variants, you can read the small changes to make it competitive.

You lose the game once a single player has failed 3 Missions.

You win the game if you manage to complete 3 Missions per player before that happens. (For example, in a 3-player game, this means completing 3x3 = 9 Missions to win.)

Your final score is the strength of the weakest player. Higher is obviously better!

Gameplay

Play happens in rounds. Each round has three steps: DRAW, PLACE, and REPORT.

Draw

Example the DRAW step of a round: present dominoes and personal mission.

Draw 2 times as many dominoes as there are players (from the deck). Place them faceup in a row on the table: the Domino Market.

Each player also receives a new Mission Domino.

Some Missions have the secret eye. This means the Mission must be kept secret. You may discuss and strategize together, but not communicate this Mission.

Place

From start player, take clockwise turns until the Domino Market is empty.

On your turn, pick 1 domino (from the market) and place it.

Picking and placing a domino is required. Only do nothing if you can’t use any of the remaining dominoes.

Examples of the CLAIM step of a round: valid placements and domino handling per player.

Report

Example of the REPORT step of a round: check if missions fulfilled, handle reward/penalty.

Take turns in the order of the role numbers. (Low to high; every role has a unique number.)

Every player checks if their Mission Domino is fulfilled. If so, place it faceup in a shared “Success Pile”. If not, they place the domino facedown before them.

If a player has 3 facedown Missions ( = 3 failed rounds), they’re disowned and must leave the family.

The strength you need to have (in certain areas) is always dynamic: it depends on the current state of the board. If a mission shows the same icon multiple times, you must only satisfy the highest number of those options.

Some missions also give a reward for succeeding or penalty for failing.

Scoring & Pathing

In this game, the scores and pathing of each Player’s map are the most important parts.

Why? Because only Capital icons actually do something. The other icons modify what the Capital does if they’re on a path connected to it.

A Capital icon is bigger and marked by castle icons on all 4 sides. In the base game, the only Capitals are the Role Icons and the white Neutral icon.

The score of every player is their Role’s strength. For example, if the Brother of Warfare has a map that scores 8, then the current strength of your empire’s Military is 8.

Examples on how to score and check paths on your personal map.

Calculating your score has three steps.

As such, you need each other to complete missions, and their numbers are always about all the maps (combined).

If your mission requires 5 Military, for example, then ensure the Brother of Warfare actually produces that amount. You have enough Military for everyone? Great! If not, the owning Role decides how to distribute the strength they have.

Any Roles not in the game assume the same score as the highest-scoring player. They also decide how to distribute that power.

Upgrades

Played the base game and ready for more? Or want to tweak it a little to fit your group? Check out these variants and expansions!

Variants: Game Difficulty

Feel the game is too hard?

Feel the game is too easy?

Variant: Competitive

For a COMPETITIVE game: most of the game stays the same. Only the following changes need to be made.

Variants: Variety & Strategy

Want to use all roles, always? You can! Simply deal all Roles at the start, so certain players get multiple of them. This changes nothing else about the game. (This is merely left out of the base game to make it simpler to play your first game.)

For an even more tactical game: include the following two changes.

Change 1) Also count the Shared Map when determining your score/strength! The full formula becomes:

Change 2) You’re now allowed to grow your Province by connecting different “patches” with your Role’s terrain using paths. (So they’re connected to your Starting Domino by path, not by terrain.)

For a more chaotic game: start your Personal Map empty. Your score can never go below 1. (So your strength, at the start of the game, is 1.)

Goblin Grandma

Example of the Corrupter icon and how to use it.

This expansion makes external threats (from Goblins) more immediate and powerful.

It introduces the Corrupter Capital. This can be used by any player.

All People icons attached to a Corrupter (via a path) become Goblins instead.

This number of Goblins is used in missions to scale their threat.

It also introduces missions with the “Attack” penalty. An Attack means the following.

Proximity Papa

This expansion adds more icons that can appear on tiles, all of which have “proximity” powers. That is, they change score or only do something depending on the icons/paths around them or close to them.

This expansion also adds Events.

Directional Daddy

Example of directed paths and how to use them.

This expansion adds paths with arrows (sometimes).

When following a path, if you hit a directional path that points the OPPOSITE way, you must stop.

In other words, you can only count paths connected to Capitals insofar as they consistently point the same direction.

If a path has no arrows, it is always fine—it is considered “both directions”.

Machine Mama

Example of what it means to be connected on the Shared Map.

This expansion is about connecting players and using the Personal Maps to feed into a bigger engine (or “machine”).

It introduces a few new icons and missions (as usual), but also introduces a few big and crucial rule changes.

You can only share your strength freely with another player if you are connected on the Shared Map. (That is, there must be a path between a Capital in your Province and a Capital in their Province.)

If unconnected, you can still share your strength with someone, but that is the only player with whom you may share it (this round).

Every round, You may choose to give your power or your role icon to another player.