Three factions · Twelve players · Eighteen rounds

Victory is a collective command.

Control territory, negotiate under pressure, and turn four equal voices into one decisive campaign.

Ember Concord 10 Command
Tide Assembly 10 Command
Verdant Compact 10 Command
ORDERS LOCK 01:12
45Hex territories
4Players per council
5Paths to victory
d12Auditable field outcomes

The field manual

A strategy game about alignment, not authority.

Council

Debate the commitment.
Delegate the execution.

Major attacks, treaties, and investments need a vote. Routine actions stay in players’ hands through standing authority and operational budgets.

Battlefield

Prepare for friction, then adapt.

Choose a cautious, balanced, or bold posture. Intelligence narrows uncertainty, but conditions in the field can still create setbacks or breakthroughs.

Diplomacy

Every promise has a price.

Structured treaties can reshape the map, but betrayal is public, costly, and never forgotten by neutral powers.

01

Shared strategy

Four equal voices shape each faction’s plan. Authority is delegated; power never belongs to one commander.

02

Simultaneous pressure

Scout, negotiate, commit, and counter rivals before every order resolves across the board at once.

03

Auditable uncertainty

Plans meet battlefield friction, while complete after-action reports make every hidden roll and consequence understandable.