Ashen Realms Main menu

The adventurer’s handbook

How to play

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.

Explore Ashen Realms: four different adventurers face monsters around the central Ash TyrantAsh Tyrant
One realm. Every adventure different.

Chapter 01

Three paths to victory

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.

Two player kills per opponent

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.

Master every gear set

Raise all 4 personal gear sets to level 6: Warrior gear, Archer gear, Healing and Wizard gear.

Slay Ash Tyrant

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.

In Teams, combine enemy kills across teammates: two kills per enemy adventurer wins (4 in 2v2, 6 in 3v3, 12 in 3v3v3). Combine each gear set's levels toward 6; for example, two teammates with Warrior level 3 complete that set together. Combat stats, resources and Flamewards remain individual. Friendly fire is always enabled, but defeating a teammate adds no kill progress.
Ordinary monsters reward resources and equipment, not player-kill progress. Flamewards provide income and travel destinations, not victory points.

Chapter 02

Prepare your expedition

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.

  1. Prepare your expedition. This lobby is single player: you face three computer rivals by default, each with a random name and appearance. Add or remove rivals in FFA to face between one and nine opponents. In Teams, choose a balanced format such as 2v2, 3v3v3 or 5v5, then assign each adventurer to a team. The format sets the number of seats; every team must have the same size. Your own seat stays in place. Use the icon beneath a character to cycle appearances; this changes no stats. Names can contain up to 32 characters.
  2. Choose your realm. Select a random realm or a locally saved custom realm. Random realms allow every tile count from 19 to 127; the default is 61. The count includes one Ashen Hollow.
  3. Set the coast. Choose Compact realm · no sea gaps, Irregular coast · 15% sea gaps, Broken coast · 30% sea gaps. Sea gaps expand the footprint while preserving the selected land count. Random land stays connected, with the five resource types distributed as evenly as possible. Generation spreads matching resources apart, separates 6, 7 and 8 tokens, and mixes strong and weak numbers around shared corners. Production odds are balanced across resource types. Saved custom terrain and numbers are used as painted.
  4. Choose setup visibility. Tile resources, tile numbers and ordinary monster identities can each be shown or hidden independently. All are visible by default. Every monster site is marked from the beginning; hidden identities appear as question marks. Ordinary monsters arrive after three completed rounds. Ashen Hollow tiles and Ash Tyrant stay visible. Tile resources and numbers are revealed once everyone has placed a starting Flameward and the camera has returned to the full map. Computer players use the same visible setup information.
  5. Place one free Flameward each, in reverse turn order. The starting order is randomized. Teams shuffle both the team order and each team's members, then alternate teams: Team 1 A, Team 2 A, Team 3 A, Team 1 B, and so on. Click or tap a highlighted corner. Your character starts there, and this first Flameward remains your original home. The camera visits each spawning adventurer, then shows the full map. After three seconds, the first player in the randomized order takes their turn; play continues forward through that order.

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.

Leave room for everyone. A Flameward’s corner and every directly connected corner must be free of other Flamewards, regardless of owner. No Flameward may border the Ash Tyrant’s tile. With a small or crowded custom map, legal starting spaces can run out; start again with more land or different placements.

Chapter 03

The turn, in order

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.

  1. Roll

    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.

  2. Move or stay

    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.

  3. Take one 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.

  4. Build, upgrade & exchange

    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.

  5. End turn

    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.

Spend before the danger arrives. Buying is available only after your action, while alive. You cannot move after acting. A pending home teleport completes before your next roll, if it has survived interruption.

Chapter 04

Resources & gathering

Logs

Coppice

Warrior gear

Ore

Mining Site

Warrior gear

Fish

Fishing Spot

Healing gear

Wheat

Farm

Healing gear

Essence

Essence Well

Wizard gear

Income from every player’s roll

For 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.

Gathering as your action

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.

Gathering targets by the relevant gear’s level
Gear level0123456
Roll at least5+4+4+3+3+2+1+
Success chance2/63/63/64/64/65/66/6

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.

Reading number markers

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

Movement & disengaging

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.

Leaving an opponent’s reach

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.

  • Disengage dice always have 3 swords, 2 shields and 1 blank. Roles, gear and opponent type never add swords or shields or convert the blank.
  • Every sword deals 1 damage. Any sword blocks that step. Shields and blanks do nothing; there is no defence roll, combat-triangle conversion or Fire Protection.
  • All required dice for that step are rolled, even if an earlier one blocks you. Further damage stops once you are dead.
  • If the first step fails, you stay at the starting corner. If the second fails, you stay at the intermediate corner. Either way the movement attempt is spent, but a survivor still has the full action.
  • A rival who deals the lethal disengage hit gains a kill and all your resources. A lethal projection hit credits its owner with a rival kill, but does not transfer resources.
Teleports also check disengaging. An instant teleport rolls when attempted; a delayed home teleport rolls when it completes. Teammates and their projections never require disengage rolls. A blocked paid teleport spends your move and essence, leaving your action available if you survive. Blocked instant Flameward travel also spends only movement. A delayed Flameward teleport spends the action used to initiate it.

Chapter 06

Flamewards & the market

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.

Price of each additional Flameward you own
FlamewardCost
First, during setupFree
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.

The Caravan Market

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

Teleporting

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.

Teleport anywhere

×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.

Teleport to your Flameward

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.

The delayed journey’s destination is chosen when you start it. It does not spend your next turn’s action. A blocked arrival ends the pending teleport; if you survive, you take that turn normally. Damage includes burn and disengage hits. You cannot start a second delayed teleport while one is pending.

Chapter 08

Gear & healing

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

Character preview

Combat style
WarriorWarrior gear · Level 1
Warrior gear

Sword

Archer gear

Bow

Healing gear

No gear

Wizard gear

Staff

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.

Warrior gear

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

All 6 levels & exact costs
Warrior gear upgrade reference
LevelItem addedCost for this level
1Sword×1×1
2Shield×2×2
3Helm×3×3
4Body×4×4
5Legs×5×5
6Cape×6×6

Archer gear

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

All 6 levels & exact costs
Archer gear upgrade reference
LevelItem addedCost for this level
1Bow×1×1
2Quiver×2×2
3Hood×3×3
4Body×4×4
5Legs×5×5
6Cape×6×6

Healing gear

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.

All 6 levels & exact costs
Healing gear upgrade reference
LevelDishCost for this level
1Crusty bread(/)×2 total
2Bread & cheese(/)×4 total
3Garden plate(/)×6 total
4Grilled fish(/)×8 total
5Roast dinner(/)×10 total
6Royal feast(/)×12 total

Wizard gear

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

All 6 levels & exact costs
Wizard gear upgrade reference
LevelItem addedCost for this level
1Staff×1×1
2Orb×2×2
3Hat×3×3
4Body×4×4
5Legs×5×5
6Cape×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.

Health from combined gear levels

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.

Maximum health attainable through gear sets
Combined levels0–23–56–89–1112–1415–1718–2021–2324
Maximum HP789101112131415

With 4 gear sets capped at 6, the highest attainable maximum is 15 HP.

Eating fish or wheat

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.

Food meals by Healing level
Healing level0123456
Fish or wheat per eating action, up to1234567
HP restored, up to2468101214

Chapter 09

Roles & combat dice

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.

Combat dice from the gear of your equipped role
Role gear level0123456
Attack diceLocked234567
Defence dice0122334

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.

One attack, one target

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.

3 sword faces 2 shield faces 1 blank face

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 combat triangle

Warrior ArcherArcher WizardWizard Warrior
  • Strong attack: the attacker’s blanks become swords.
  • Weak attack: the defender’s blanks become shields.
  • Same style or neutral matchup: blanks stay blank. Matchups never change the number of dice.

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.

A player kill takes their whole resource bag. The finishing attacker receives all their logs, ore, fish, grain and essence, plus 1 player kill. Gear levels and Flamewards are kept by the defeated player. Fire Protection is lost on death and is never transferred to the killer.

Chapter 10

The monster field guide

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.

The health values below are for FFA. Teams add 50% of base health for every additional teammate, rounded upward, including Ash Tyrant: ×1.5 for teams of 2, ×2 for 3, ×2.5 for 4 and ×3 for 5. A 10 HP monster therefore has 15 HP in 2v2 and 20 HP in 3v3. The same scaling applies when monsters respawn.

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.

See them in motion

Goblin

Tier 1First hunts

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

Killing-blow loot3 random resources

Kobold

melee fighter

HP
4
Attack
2 dice
Defence
1 die

A rust-scaled reptilian skulker with a long tail, a stolen pack and a jagged knife.

Weak to magic
Strong against ranged

Killing-blow loot3 random resources

Impling

magic fighter

HP
4
Attack
2 dice
Defence
1 die

A horned ember spirit with glowing eyes, conjuring small flames in both hands.

Weak to ranged
Strong against melee

Killing-blow loot3 random resources

Wisp

magic fighter

HP
4
Attack
2 dice
Defence
1 die

A pale marsh spirit with a luminous face and trailing ribbons of spectral light.

Weak to ranged
Strong against melee

Killing-blow loot3 random resources

Harpy

ranged fighter

HP
4
Attack
2 dice
Defence
1 die

A young winged hunter with slate and ochre feathers, striking from afar before swooping past.

Weak to melee
Strong against magic

Killing-blow loot3 random resources

Thorn Sprite

ranged fighter

HP
4
Attack
2 dice
Defence
1 die

A small woodland spirit crowned with leaves, hurling barbed thorns from a slender branch.

Weak to melee
Strong against magic

Killing-blow loot3 random resources

Tier 2Seasoned opponents

Minotaur

melee fighter

HP
6
Attack
4 dice
Defence
2 dice

A broad-shouldered bull warrior with sweeping ivory horns and a heavy stone axe.

Weak to magic
Strong against ranged

Killing-blow loot6 random resources

Basilisk

magic fighter

HP
6
Attack
4 dice
Defence
2 dice

A coiled serpent with a flared hood, long ivory fangs and a spellbinding golden gaze.

Weak to ranged
Strong against melee

Killing-blow loot6 random resources

Centaur

ranged fighter

HP
6
Attack
4 dice
Defence
2 dice

A swift horse-bodied archer with a powerful bow, loosing arrows across the open frontier.

Weak to melee
Strong against magic

Killing-blow loot6 random resources

Troll

melee fighter

HP
6
Attack
4 dice
Defence
2 dice

A hulking grey-skinned brute with a heavy brow, jutting tusks and an oversized wooden club.

Weak to magic
Strong against ranged

Killing-blow loot6 random resources

Banshee

magic fighter

HP
6
Attack
4 dice
Defence
2 dice

A pale, keening spirit drifting in torn blue veils, with spectral hands and a chilling wail.

Weak to ranged
Strong against melee

Killing-blow loot6 random resources

Manticore

ranged fighter

HP
6
Attack
4 dice
Defence
2 dice

A golden lion-beast with leathery wings and a barbed scorpion tail that launches deadly spines.

Weak to melee
Strong against magic

Killing-blow loot6 random resources

Tier 3Fire Protection rewards

Cyclops

melee fighter

HP
8
Attack
6 dice
Defence
3 dice

A towering one-eyed brute with a leather shoulder strap and a heavy stone mace.

Weak to magic
Strong against ranged

Killing-blow loot7 random resourcesFire Protection passive (if missing)

Cerberus

melee fighter

HP
8
Attack
6 dice
Defence
3 dice

A three-headed hound with charcoal fur, ember-lit jaws and a blazing tail.

Weak to magic
Strong against ranged

Killing-blow loot7 random resourcesFire Protection passive (if missing)

Seer

magic fighter

HP
8
Attack
6 dice
Defence
3 dice

A pale oracle crowned with writhing serpents, weaving spells through an ancient staff.

Weak to ranged
Strong against melee

Killing-blow loot7 random resourcesFire Protection passive (if missing)

Griffin

ranged fighter

HP
8
Attack
6 dice
Defence
3 dice

An eagle-headed lion with sweeping gold and slate wings, striking from above with hooked talons.

Weak to melee
Strong against magic

Killing-blow loot7 random resourcesFire Protection passive (if missing)

Wyvern

ranged fighter

HP
8
Attack
6 dice
Defence
3 dice

A lean, rust-scaled winged reptile that spits vivid green bolts across the battlefield.

Weak to melee
Strong against magic

Killing-blow loot7 random resourcesFire Protection passive (if missing)

Dreadlord

magic fighter

HP
8
Attack
6 dice
Defence
3 dice

A crowned skeletal sorcerer in torn violet robes, wielding a staff wreathed in spectral green flame.

Weak to ranged
Strong against melee

Killing-blow loot7 random resourcesFire Protection passive (if missing)

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.

Returning monsters

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.

All new games, including custom maps, start with one ordinary monster per 6 resource tiles, rounding up, plus the Ash Tyrant: 3 monsters on 19 tiles, 6 on 37, 10 on 61, and21 on 127. All start at tier 1, chosen independently; the same kind can appear more than once. Starting a custom game replaces its monster placements for that match; its saved terrain and map data stay intact. Very small maps can have fewer monsters if spacing leaves no legal spawn tiles. Earn a Fire Protection by progressing a monster through its respawns and defeating a tier 3 opponent.

Chapter 11

Astral Projections

Your spirit, your current combat role

Summon an Astral Projection

A translucent copy of your adventurer guards a chosen hex for up to three full rounds.

  1. Connect to a 2 or 12 hex. Stand at one of its corners, or own a Flameward at one of its corners. Either number qualifies; a rival's or teammate's Flameward does not grant you access.
  2. Roll 2 or 12. Receive the normal matching resource payouts, then choose a hex for your projection if you have access. Each total has a 1/36 chance; together they allow a summon on 1/18 rolls (about 5.6%). A 7 pays resources normally, with a 6/36 chance (about 16.7%), and does not summon.
  3. Choose any hex without a rival projection. There is no distance restriction. Monsters and the Ash Tyrant may share its hex. Summoning uses neither your move nor your action. The camera frames the summon, then returns to your adventurer before play resumes.
  4. One living projection per player. Summoning on another hex replaces your previous projection. Select its existing hex on a later eligible 2 or 12 to renew its HP and reset its three-round lifespan. Only one projection can occupy each hex.
  5. Copy the current role. Every projection always uses its owner's active melee, ranged or magic style. Its attack dice equal 1 plus that role's gear level: Warrior gear for melee, Archer gear for ranged, Wizard gear for magic. A level 4 role gives 5 attack dice. Switching roles or upgrading immediately changes your projection; unarmed owners give their projections 0 attack dice.
  6. HP without shields. A summon or renewal copies your current HP. Damage to the projection is independent of damage to you. Rivals can target it with an Attack action in range; it rolls no defence dice and disappears at 0 HP. Defeating a projection grants no player kill or resources.
  7. Attack only at the end of your turn. Your projection attacks each other living adventurer on a corner of its hex, including teammates, with separate attack and defence rolls. Summoning and renewing cause no immediate attack. The combat triangle applies, and your projection never attacks you. Leaving a rival projection's reach requires the usual disengage die; a teammate's projection does not. Enemy kills credit the owner, even if the owner is dead, but the defeated player keeps their resources. A projection with 0 attack dice neither attacks nor forces disengage.

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

Ash Tyrant

Ancient Dragon Boss

Ash Tyrant

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.

Shared HP
13
Defence
4 dice
Respawns
Never

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:

Claws · 33⅓%

8 melee attack dice against your equipped role’s defence. Fire Protection does not modify this attack.

Dragonfire · 33⅓%

8 magic attack dice against your equipped role’s defence. Fire Protection limits the damage after defence to 2 and prevents new burn.

Ember spikes · 33⅓%

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

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.

Fire Protection is a passive. Earn it by killing any tier 3 monster. It activates automatically, limits dragonfire damage to 2 and prevents new burn. It lasts until you die. Kill another tier 3 monster to regain it. Players cannot steal it by killing you. It adds no defence dice and does not protect against claws, spikes, players, Astral Projections or ordinary monsters.

Chapter 13

Death & returning home

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.

What happens to your resources when you die
Cause of deathResourcesPlayer-kill credit
Rival attack or rival disengage hitAll go to the rival who deals the lethal hitThat rival
Astral Projection strike or disengage hitYou keep themProjection owner
Ordinary monster, Ash Tyrant or burnYou keep themNobody

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

Controls & custom maps

At the table

  • Explore the board: drag to pan, scroll to zoom, or pinch on a touch screen. With the board camera focused, use arrow keys to pan, + / − to zoom, and Home or 0 to fit the map. The toolbar’s Fit map also frames the whole board. On touch devices, the game and menu use portrait orientation.
  • Choose highlighted spaces: click or tap corners for placement, walking and teleporting; choose a tile when summoning an Astral Projection. Keyboard users can Tab to legal targets and press Enter or Space.
  • Read the player strip: each compact card shows the player's HP, equipped role and its level, total carried items, kills and effects. Item totals count carried resources; Fire Protection is shown separately as a passive. The small circle shows the current style level. Four cards fit across a phone; scroll across the strip for more players. During your turn, tap a card to pan and zoom to that player on the board.
  • Check your inventory: the vertical icon-and-number strip on the left shows your resource counts and all four gear levels. Other players' detailed counts stay hidden. Tap the arrow on its right edge to see each gear set's current level, next upgrade and cost, plus the price of your next Flameward. Tap it again to collapse the panel. In a shared game, the strip follows the human taking the turn; with one human, it stays on that player's inventory during computer turns.
  • Follow the dock: it shows only the current stage’s controls. Action categories open their available targets and options. Controls wait while dice and outcome animations play and during computer turns.
  • Use the toolbar: Guide opens this handbook; Fit map resets the view; fullscreen is available where the browser supports it; Quit game returns to setup.
Keep this guide in another tab during a match. A match lives in the current game page and is not saved. Opening the Guide in the same tab, refreshing, or leaving the game page loses that match; returning opens the main menu. Custom maps are saved separately in this browser.

Make your own frontier

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.

Monster placement, generation & saving details
  • Monster brushes work on existing hexes. Painting the same monster again removes it; another legal monster brush replaces it. Ordinary monster tiles cannot touch each other or the Ash Tyrant’s tile. These placements remain in the saved editor data; every new game replaces them with a random tier 1 population based on the number of resource tiles.
  • The editor reaches 8 hexes from the centre and expands for saved maps that extend farther. Custom maps can have shapes and tile counts outside the random generator’s options.
  • Random regenerates the current draft with the selected tile count and coast. New map starts a new draft with those settings. Unsaved draft edits are replaced.
  • Name the map and choose Save map; at least 3 tiles are required. Edit opens a saved map and Save changes updates it. The delete button removes a saved map from this browser.
  • Saved maps appear in the main menu’s map selector and retain their terrain and numbers. Older monster names are recognized; invalid touching monster placements are relocated when possible, or omitted if there is no space.
  • For a conventional game, keep one Ashen Hollow and enough spaced corners for every player. With several Hollows, the first in the saved layout hosts the Ash Tyrant; with none, the Ash Tyrant uses a tile nearest the centre. No projections are present at the start. A custom map is not guaranteed to contain a source of Fire Protection.

The frontier is ready when you are.

Start your expedition