Practice
Place 4 cards on Army. All rewards committed. Submit to reveal.
Open fields and grassy steppe.
Yields 1 coin per held tile.
Settled land — roads, orchards, waystations.
Yields 2 coins per held tile.
Overgrown foundations. Bonus claims need Value 3.
Place can target it directly at any Power. As a *bonus adjacent claim*, Rough is only included when the card has Power 3. Yields 2 coins per held tile.
Dense woodland. Bonus claims need Value 3.
Place can target it directly at any Power. As a *bonus adjacent claim*, Rough is only included when the card has Power 3. Yields 2 coins per held tile.
Fortified keep. Blocks Place entirely.
Stronghold. Place is blocked. Capture requires Power 2+. Worth 2 coins when held.
Impassable mountain spine.
Impassable. Visual anchor only — never eligible for any action.
Dotted ring marks Rough hexes that aren't held. Place can target Rough directly at any Power; the constraint only applies when Rough is selected as a bonus adjacent claim — that requires a Power-3 card.
Supply hub. A Place action adjacent to a relay gains +1 claim budget.
Adjacent Place actions claim one extra hex.
Watchtower. A bracketed run adjacent to a signal cannot be flipped.
Adjacent bracketed runs cannot be flipped.
Clandestine route. Reserved for a later rules pass — no mechanical effect yet.
Reserved — no mechanical effect in v1.