Goblin
melee fighter
- HP
- 4
- Attack
- 2 dice
- Defence
- 1 die
A sharp-eared green scavenger in a ragged leather vest, brandishing a chipped blade.
Weak to magic
Strong against ranged
The adventurer’s handbook
Explore the realms. Grow stronger. Defeat your rivals.
A turn-based fantasy strategy game where you gather resources, craft equipment, battle mythical creatures, and compete against others.
Chapter 01
This is a competitive tabletop adventure for 2–10 adventurers. Play against computer rivals in FFA, or join computer teammates in Teams. The first player or team to complete any one of these goals wins.
Reach twice the number of opposing players in total kills, including computer opponents: 2 kills with 2 players, 4 with 3, or 6 with 4. Repeat defeats of the same rival count. Defeat rivals directly, on a failed disengage, or through your Astral Projections.
Raise all 4 personal gear sets to level 6: Warrior gear, Archer gear, Healing and Wizard gear.
Land the killing blow on the monarch of the Ashen Hollow. Other players can help damage it; the finisher wins in FFA, or their whole team wins in Teams.
Chapter 02
Computer adventurers receive a strategy when the match begins. Builders expand income and pursue gear mastery; Raiders seek rival kills and stolen resources; Slayers hunt for Fire Protection and prepare for the Ash Tyrant. Their player cards identify their strategy. Every strategy can seize another route to victory when the opportunity arises.
You begin as an unarmed Adventurer with 7 HP, no resources, no equipment drops, no kills and all gear sets at level 0. Starting placement gives no resources. Your first Flameward must touch no more than one resource tile.
Chapter 03
The command dock beneath the board leads you through these steps. A turn belongs to one adventurer; a round is a pass through the seating order.
At the start of each turn, the camera smoothly focuses on the active adventurer. Their turn announcement fades in and out above their head before play resumes. Computer players wait for this sequence to finish before rolling.
Roll two six-sided number dice. Every total, including 7, pays eligible players. On 2 or 12, summon or renew your Astral Projection if you stand at a corner of a 2 or 12 hex, or own a Flameward at one of those corners.
Choose one highlighted corner up to 2 connected steps away, or select Teleport anywhere for 2 essence, or select Skip move. Instant travel between your Flamewards is also a move. Walking or teleporting keeps your full action.
Gather with a button on a nearby resource hex, or press a sword beside an outlined target and choose an attack style. The bottom bar offers one button per food type and Travel for delayed Flameward travel. You must take an action before End turn becomes available. A failed gather, zero-damage attack or interrupted delayed Flameward teleport still spends the action.
After using your action, the left drawer opens. Buy one gear level or build one Flameward, plus one market exchange per turn. Collapse it any time to see the map, then end your turn with the button at the bottom.
Choose End turn. Your Astral Projection attacks nearby rivals first if in reach, then the Ash Tyrant, then ordinary monsters. Burn ticks afterward if you survive. The game passes to the next living or returning player.
Chapter 04
Coppice
Warrior gearMining Site
Warrior gearFishing Spot
Healing gearFarm
Healing gearEssence Well
Wizard gearFor each tile matching the dice total, a living character on one of its corners earns 1 of that tile’s resource. Each of that player’s Flamewards on the tile also earns 1. These payments stack: standing on your own Flameward gives 2 from that tile; touching several matching tiles pays from each.
Ashen Hollow has no resource or number. Dead players receive nothing from their character or Flamewards. Astral Projections and ordinary monsters do not block income or gathering. All resource numbers from 2 through 12, including 7, can pay out.
Stand on a resource tile’s corner and press its gathering button on the hex. This immediately rolls one six-sided number die, independently of the tile’s number. Meet or exceed the target below to receive 1 resource. Failure gives nothing and still uses the action. You cannot gather from Ashen Hollow.
| Gear level | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|
| Roll at least | 5+ | 4+ | 4+ | 3+ | 3+ | 2+ | 1+ |
| Success chance | 2/6 | 3/6 | 3/6 | 4/6 | 4/6 | 5/6 | 6/6 |
Warrior gear improves logs and ore, Healing improves fish and wheat, and Wizard gear improves essence. Archer gear does not improve gathering. Higher levels improve the success chance; each successful gather yields 1 resource at every level.
The number on each angular marker is the tile’s production roll. Totals 6, 7 and 8 have gold markers. Totals 2 and 12 have blue-violet markers with stars to mark the Astral Projection rolls. Other totals use pale mint lettering.
Random resource tiles use every total from 2 to 12. With two fair dice, totals 2/12 occur 1 time in 36; 3/11, 2 in 36; 4/10, 3 in 36; 5/9, 4 in 36; and 6/8, 5 in 36. A 7 occurs 6 in 36. Custom resource tiles can have no number: they still allow gathering but never pay from a roll.
Chapter 05
Characters stand on corners and walk along the edges connecting them. You get one optional movement attempt before acting: select a destination one or two steps away. The game chooses a shortest connected route. Sea gaps cannot be crossed where an edge is missing. Characters and Flamewards do not block walking or sharing a corner.
You cannot split movement into two separate clicks. A one-step move ends the movement stage; a two-step move is chosen as one destination. After either move, you can still gather, attack, start a delayed Flameward teleport or eat as your action. Instead of walking, you may spend 2 essence to teleport anywhere during the movement step. Instant travel between your own Flamewards also replaces walking.
For every living rival, ordinary monster, a hostile Astral Projection or the Ash Tyrant whose attack range you leave, roll one combat die. No roll is needed if that opponent can still reach your destination. Walking checks each step separately, including enemies first encountered on the intermediate corner.
Chapter 06
After your action, choose Build Flameward to immediately create one at your character’s corner. The corner must be empty of Flamewards, with none on a directly connected corner. The Ash Tyrant’s tile is permanently off limits for Flameward placement.
| Flameward | Cost |
|---|---|
| First, during setup | Free |
| 2nd | ×2×2×2 |
| 3rd | ×4×4×4 |
| 4th | ×8×8×8 |
| 5th | ×16×16×16 |
The second Flameward uses the base price. Each one you own after the first doubles the next price; opponents’ Flamewards do not affect it. Flamewards pay resources on matching rolls, give you teleport destinations, survive your death, and cannot be upgraded or destroyed. Building another adds a respawn choice without changing your original home.
Exchange 3 of a single resource for 1 of a different resource. Choose the resource to give and the resource to receive, then exchange. You may trade once per turn during the buying stage, from any corner; you do not need to visit a market tile. Trades do not use another action, and passives such as Fire Protection cannot be traded. You can give or receive logs, ore, fish, grain (wheat), or essence. Open the left drawer after your action to build, level up, or trade. You can collapse it to view the map; the End turn button stays at the bottom.
Chapter 07
Choose Teleport anywhere during the movement step, or open Travel to zoom out and highlight your available Flamewards on the board. Press a highlighted Flameward to choose it, or cancel without spending anything. Instant Flameward travel is available during movement when standing on one of your own Flamewards; interruptible travel is an action. Your current corner is never a destination. After arriving, the camera pans and zooms to your character before play resumes.
×2
Choose any highlighted corner on the board. Distance, occupied corners and Flameward ownership do not restrict the destination. Corners of Ash Tyrant’s hex cannot be teleport destinations. The teleport is immediate if you pass any disengage rolls. It replaces your movement and leaves your action available immediately after arrival. You cannot walk and use Teleport anywhere in the same turn.
Opening the destination picker costs nothing. Cancel teleport is free. Essence is spent when you confirm a valid destination, even if disengaging then blocks arrival.
Free · choose the destination now
From anywhere else, begin a delayed teleport to your home or another Flameward you own, using your action. It completes at the start of your next turn, before rolling. Any damage before arrival cancels it.
Stand on the exact corner of one of your own Flamewards to travel instantly to another of your own Flamewards during the movement step, then take your action. An opponent’s Flameward does not provide instant travel.
Chapter 08
Gear sets are personal upgrades available from anywhere during the buying stage. Each begins at level 0 and can reach level 6. Buy levels one at a time; each level costs the base price × the new level. You can buy one gear level or build one Flameward per turn, sharing the same purchase limit.
Try on your gear
Combat gear adds an item each level. Healing adds a dish tucked into a small belt pouch, with richer food at each level. Your selected style and Healing are shown together; switching styles keeps your chosen levels. Level 0 shows your unarmed character. Attackers face right; defenders face left.
Base cost ×1×1
+1 melee attack die per level; defence 1/2/3/4 at levels 1/2/4/6; better mining & woodcutting.
Sword → Shield → Helm → Body → Legs → Cape
| Level | Item added | Cost for this level |
|---|---|---|
| 1 | Sword | ×1×1 |
| 2 | Shield | ×2×2 |
| 3 | Helm | ×3×3 |
| 4 | Body | ×4×4 |
| 5 | Legs | ×5×5 |
| 6 | Cape | ×6×6 |
Base cost ×1×1
+1 ranged attack die per level; defence 1/2/3/4 at levels 1/2/4/6.
Bow → Quiver → Hood → Body → Legs → Cape
| Level | Item added | Cost for this level |
|---|---|---|
| 1 | Bow | ×1×1 |
| 2 | Quiver | ×2×2 |
| 3 | Hood | ×3×3 |
| 4 | Body | ×4×4 |
| 5 | Legs | ×5×5 |
| 6 | Cape | ×6×6 |
Base cost (/)×2 total
Eat up to level + 1 fish or wheat per action, 2 HP each; better fishing & farming.
One dish peeks out of a small belt pouch: crusty bread at level 1 becomes a royal feast at level 6. Each level adds more delicious food.
| Level | Dish | Cost for this level |
|---|---|---|
| 1 | Crusty bread | (/)×2 total |
| 2 | Bread & cheese | (/)×4 total |
| 3 | Garden plate | (/)×6 total |
| 4 | Grilled fish | (/)×8 total |
| 5 | Roast dinner | (/)×10 total |
| 6 | Royal feast | (/)×12 total |
Base cost ×1×1
+1 magic attack die per level; defence 1/2/3/4 at levels 1/2/4/6. Also improves essence gathering.
Staff → Orb → Hat → Body → Legs → Cape
| Level | Item added | Cost for this level |
|---|---|---|
| 1 | Staff | ×1×1 |
| 2 | Orb | ×2×2 |
| 3 | Hat | ×3×3 |
| 4 | Body | ×4×4 |
| 5 | Legs | ×5×5 |
| 6 | Cape | ×6×6 |
Your first Warrior gear, Archer gear or Wizard gear upgrade automatically equips its combat role if you are still unarmed. Later upgrades keep your chosen role. Each combat gear level adds the next item in the progression above, keeping every earlier item. The Wizard's orb is held in the other hand from the staff. Capes arrive at level 6 for all three roles. Healing adds a single food dish tucked into a small belt pouch with any role. Each Healing level makes the dish richer, adding cheese, greens, grilled fish, roast vegetables and finally a feast with fresh garnish.
Gear is layered over your base character. Upgrading or changing combat roles keeps the same body, face and hair; equipment never adds facial hair or changes your character's identity.
Start with 7 HP. Every 3 combined levels across all four gear sets add 1 maximum HP. When an upgrade raises that maximum, it also restores 1 HP immediately. Other upgrades do not heal you.
| Combined levels | 0–2 | 3–5 | 6–8 | 9–11 | 12–14 | 15–17 | 18–20 | 21–23 | 24 |
|---|---|---|---|---|---|---|---|---|---|
| Maximum HP | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
With 4 gear sets capped at 6, the highest attainable maximum is 15 HP.
Fish and wheat are both ready to eat. Each unit heals 2 HP. Press Eat fish or Eat wheat. The button automatically uses the smallest amount needed to reach full health, capped at Healing level + 1 and the amount of that food in your pack. The whole meal uses your one action; you cannot eat both foods in the same turn. At level 0, eat up to 1 fish or wheat for 2 HP; at level 1, up to 2 for 4 HP; at level 6, up to 7 for 14 HP. The button shows how much food will be used and the actual HP restored. You cannot eat at full health. Eating remains available after a two-step move. Healing upgrades accept any mix of fish and wheat: 2 total for level 1, 4 for level 2, up to 12 for level 6. Fish is spent first, preserving wheat for Archer gear. Both foods can also be traded at the Caravan Market.
| Healing level | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|
| Fish or wheat per eating action, up to | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
| HP restored, up to | 2 | 4 | 6 | 8 | 10 | 12 | 14 |
Chapter 09
Everyone starts as a neutral, unarmed Adventurer with 1 attack die and 0 defence dice. Warrior gear level 1 unlocks Warrior / Melee; Archer gear level 1 unlocks Archer / Ranged; Wizard gear level 1 unlocks Wizard / Magic.
Attackable targets are outlined and have a small sword button. Press the sword, then choose an unlocked style to attack immediately, or cancel to take another action. Each choice shows whether the attack is strong, neutral or weak against that target, along with its dice count and any change to blank faces. Opening or cancelling the picker does not change your role or spend your action. Your chosen attack role determines your attack dice, defence dice and combat matchups, including between turns. Once your action is used, the role is locked until your next action stage. Once trained, you cannot choose unarmed again.
| Role gear level | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|
| Attack dice | Locked | 2 | 3 | 4 | 5 | 6 | 7 |
| Defence dice | 0 | 1 | 2 | 2 | 3 | 3 | 4 |
Level 1 weapons roll 2 attack dice, gaining 1 die per gear level up to 7 at level 6. Defence comes only from the equipped role’s gear, not your highest gear or their combined levels, and reaches at most 4 dice.
All styles have the same reach: rivals on your corner or one connected corner away, and monsters on a tile whose corner you occupy. Bows and magic do not extend range. Attacks cost no resources or ammunition, but use your action. Select an available target in the dock.
Roll the attacker’s pool and the defender’s pool. Each attacking sword minus each defending shield deals 1 damage, with a minimum of 0. Attacking shields and defending swords have no effect. The defender does not automatically counterattack; living monsters attack at the active player’s turn end whether or not that player attacked them.
The triangle applies to rivals, ordinary monsters and the Ash Tyrant in both directions. The Ash Tyrant starts neutral, then takes the type of its last attack: melee claws, magic dragonfire or ranged ember spikes. Astral Projections use their owners’ active combat styles and the triangle.
Chapter 10
Ordinary monsters share one health pool between all players. Damage persists between turns; the player who lands the killing blow gets the entire reward. Monsters stay on their tile while alive and attack only the active player on one of that tile’s corners at turn end.
Tier 1 has six creatures, each with 4 HP: Goblin and Kobold fight in melee, Impling and Wisp use magic, and Harpy and Thorn Sprite attack at range.
Tier 2 creatures each have 6 HP: Minotaur and Troll fight in melee, Basilisk and Banshee use magic, and Centaur and Manticore attack at range.
Tier 3 creatures each have 8 HP: Cyclops and Cerberus fight in melee, Seer and Dreadlord use magic, and Griffin and Wyvern attack at range. Each drops 7 random resources and grants the Fire Protection passive if you lack it.
melee fighter
A sharp-eared green scavenger in a ragged leather vest, brandishing a chipped blade.
Weak to magic
Strong against ranged
melee fighter
A rust-scaled reptilian skulker with a long tail, a stolen pack and a jagged knife.
Weak to magic
Strong against ranged
magic fighter
A horned ember spirit with glowing eyes, conjuring small flames in both hands.
Weak to ranged
Strong against melee
magic fighter
A pale marsh spirit with a luminous face and trailing ribbons of spectral light.
Weak to ranged
Strong against melee
ranged fighter
A young winged hunter with slate and ochre feathers, striking from afar before swooping past.
Weak to melee
Strong against magic
ranged fighter
A small woodland spirit crowned with leaves, hurling barbed thorns from a slender branch.
Weak to melee
Strong against magic
melee fighter
A broad-shouldered bull warrior with sweeping ivory horns and a heavy stone axe.
Weak to magic
Strong against ranged
magic fighter
A coiled serpent with a flared hood, long ivory fangs and a spellbinding golden gaze.
Weak to ranged
Strong against melee
ranged fighter
A swift horse-bodied archer with a powerful bow, loosing arrows across the open frontier.
Weak to melee
Strong against magic
melee fighter
A hulking grey-skinned brute with a heavy brow, jutting tusks and an oversized wooden club.
Weak to magic
Strong against ranged
magic fighter
A pale, keening spirit drifting in torn blue veils, with spectral hands and a chilling wail.
Weak to ranged
Strong against melee
ranged fighter
A golden lion-beast with leathery wings and a barbed scorpion tail that launches deadly spines.
Weak to melee
Strong against magic
melee fighter
A towering one-eyed brute with a leather shoulder strap and a heavy stone mace.
Weak to magic
Strong against ranged
melee fighter
A three-headed hound with charcoal fur, ember-lit jaws and a blazing tail.
Weak to magic
Strong against ranged
magic fighter
A pale oracle crowned with writhing serpents, weaving spells through an ancient staff.
Weak to ranged
Strong against melee
ranged fighter
An eagle-headed lion with sweeping gold and slate wings, striking from above with hooked talons.
Weak to melee
Strong against magic
ranged fighter
A lean, rust-scaled winged reptile that spits vivid green bolts across the battlefield.
Weak to melee
Strong against magic
magic fighter
A crowned skeletal sorcerer in torn violet robes, wielding a staff wreathed in spectral green flame.
Weak to ranged
Strong against melee
Each random resource is drawn independently from the five resource types with equal chances; repeats are possible. Tier 3 kills always give their listed resources, even when you already have Fire Protection. This passive does not stack; after losing it on death, kill another tier 3 monster to earn it again.
Defeated monsters begin a 3-round countdown. It decreases when turn order wraps back around. At zero, a random monster from the next tier returns at full HP: tier 1 becomes tier 2, and tier 2 becomes tier 3. Defeated tier 3 monsters return as another random tier 3 monster. The returning monster's combat style can change. It appears on a different random resource tile, clear of the living Ash Tyrant and other active monsters, with no shared corner between their tiles. It never returns on Ashen Hollow.
If there is no legal destination, it waits and tries again at the next round boundary. Tiles still reserved for other monsters awaiting respawn are also unavailable. A return tile may border characters or Flamewards. Returning does not itself trigger an attack.
Chapter 11
Your spirit, your current combat role
A translucent copy of your adventurer guards a chosen hex for up to three full rounds.
Each projection expires after three full passes through the seating order from its summon or renewal, counting skipped respawn turns. Its marker shows HP and rounds remaining; hover to see its owner, current style and attack dice. Projections never block resource payouts or gathering.
Fire Protection does not change projection attacks or defence rolls against them. It limits the Ash Tyrant's dragonfire damage to 2 and prevents it from starting burn.
Chapter 12
Ancient Dragon Boss
An ancient dragon rules the Ashen Hollow, spreading ember-red wings above the broken rocks. Its claws rend armour, its tail hurls orange spikes, and its magic fire leaves unprotected adventurers burning.
Attack from a corner of its tile. It rolls 4 defence dice. It starts neutral and changes to the type of its most recent attack, which sets its strengths and weaknesses until its next attack. Damage persists for everyone; landing the killing blow immediately wins. The Ash Tyrant never relocates.
If you end your turn on its tile’s corner while it lives, it chooses one of three attacks, each with an equal one-in-three chance (about 33%). The combat triangle applies to every attack and defence roll:
8 melee attack dice against your equipped role’s defence. Fire Protection does not modify this attack.
8 magic attack dice against your equipped role’s defence. Fire Protection limits the damage after defence to 2 and prevents new burn.
Three volleys of orange spikes, each rolling 3 ranged attack dice. Roll your equipped role’s defence separately for each volley. Damage resolves after each roll; the attack stops if you die. Fire Protection does not reduce spike damage, and spikes never cause burn.
Burn starts only when dragonfire deals damage and you lack Fire Protection. If you survive, it sets your burn to 3 turns. Claws, spikes, fully blocked dragonfire and protected dragonfire never start or refresh burn. Burn deals 1 damage at the end of each of your turns, starting immediately after that turn’s monster attacks, and reduces its counter by 1. Another unprotected dragonfire hit refreshes the counter rather than stacking extra damage.
Leaving the tile or eating does not remove burn. Gaining Fire Protection prevents new burns but does not extinguish an existing one. Burn damage interrupts a delayed teleport. Death clears it.
Chapter 13
At 0 HP, your character leaves the board immediately, burn clears and any pending teleport is cancelled. You cannot act or receive dice income while dead, including income from your Flamewards.
Your respawn counter appears on the left of your player portrait and begins at 3. The first time the turn order reaches you after death, it drops to 2 and your turn is skipped. The next time, it drops to 1 and you skip again. On your third turn after death, the counter disappears. If you own multiple Flamewards, choose a highlighted Flameward on the map to return to. With one Flameward, you return automatically. You respawn with full current maximum HP and take your turn, starting with the roll. Returning costs nothing and does not immediately trigger monster attacks.
| Cause of death | Resources | Player-kill credit |
|---|---|---|
| Rival attack or rival disengage hit | All go to the rival who deals the lethal hit | That rival |
| Astral Projection strike or disengage hit | You keep them | Projection owner |
| Ordinary monster, Ash Tyrant or burn | You keep them | Nobody |
You always keep your gear levels, equipped role, Flamewards and accumulated kills. Fire Protection is lost on every death and must be earned again from a tier 3 kill. Choosing a respawn Flameward does not change your original home.
Chapter 14
Open Realm creator from the main menu or here. Pick a terrain brush and a dice number, then click a hex to paint. The dash selects no number; Ashen Hollow always has none. Erase removes a tile. Clear removes all tiles from the current draft.
The frontier is ready when you are.
Start your expedition