—'s New Cards — 0 pool left:
—'s Deck — 0 0 drafted in
Party boons — 0 shared by all three
Blacked out — 0
SIMULATE starts a party of three, each a different colour — that colour is their starter
deck — and scatters them one to each of three towns far apart on the network.
Each player's live 40 shows under Deck; cards won are listed under New Cards until
you swap one into the 40, which keeps every deck at exactly 40 and marks the newcomer
drafted. Commons stay with whoever drew them; an Uncommon asks first — keep it,
or hand it to either of the other two, and the player who takes it chooses which of their forty
it replaces. SKIP FOR NOW leaves a card in New Cards and moves on to the next one won.
MOVE rolls 2d4 for the selected player, once each per round. A party travels
by road: each road on the board carries its cost, and taking it spends that many points.
Unspent points are lost when the round closes.
Click a player chip to switch between them. NEXT ROUND checks the Watch, then gives
all three a fresh roll and three fresh stops. The Watch is satisfied by a castle or a stolen town — one player reaching either
is enough for the whole party. Reaching a castle counts as taking it: the duel happens at
the table, so the map assumes the win, blacks the castle out and raises the level of the next. Round 1 is a Free Round, needing neither, shown as the
blue pip beside the party lives.
After you roll, every town you can afford to reach lights up along with the roads that get you
there. Click any of them to ride the whole way and stop — towns passed through on the journey cost
you nothing but the roads. A Tier 3 dungeon asks a riddle: type your answer and it is
marked for you, with a manual override if it judges you harshly. Somewhere already blacked out,
or a fourth stop in a round, can still be ridden to; it just draws nothing.
Three stops each per round.
HUNTER is the game master's token, in grey. It rolls 1d6, moves only after all
three players have rolled, and turns no cards over — it rides the same roads looking for you.
If it reaches a town a player is standing in, or a player walks into it, that is a catch:
the map says so and the penalty is yours to hand out. A catch takes the hunter off the board
until a castle falls, and then it returns at the far end of the map. Cards stay with the player who took them; boons are shared.
Two-finger scroll pans in any direction · pinch, or hold ⌘/Ctrl or
Shift while scrolling, to zoom · drag to pan · arrow keys nudge, hold
Shift for a big step · click anywhere on the overview to jump there.
CELLS draws the A1–AF14 grid (250 px = 1.50 in) · INCHES draws the printed-inch
ruler (166.7 px = 1 in at 48 in wide).