Factions
Your Hand
Hover a card to read what it does. Cards are played from the Action menu on your turn.
The United States has fractured. After years of constitutional crisis, the federal government is a hollow shell: former governors, generals, and political coalitions now rule the regions like the daimyō of Japan's Sengoku era. The President still sits in Washington — a figurehead whose blessing confers legitimacy on whoever controls him.
You are one of six regional lords. Territory alone will not crown you: Legitimacy and political Influence decide who is confirmed as Chairman of the Joint Chiefs — the modern Shogun — and reunifies America under their banner.
Build an economy, raise armies, win elections, bend rivals into vassalage. But mind your war exhaustion and your foreign entanglements: the nation is watching, and in Year 10 it votes.
A year has four seasons — Spring, Summer, Fall, Winter — and every faction takes one turn per season. Your turn: Event → Income → Recruitment → Movement → Actions (3) → draw a strategy card (hand cap 5, oldest card is discarded).
Season effects: Summer discounts follow-up attacks by 1 Influence. Winter allows only one attack action, and ends with the Winter Reckoning:
Recruit up to 4 units per turn (fewer if you hold fewer regions), only in your own regions. No region may ever hold more than 3 units total — stationed vassal or lord forces count against the cap — and never more than 1 Armor.
| Unit | Cost | Winter upkeep | Combat | Notes |
|---|---|---|---|---|
| Regular | 1 Food | 1 Food | 1 die, hits 5+ | Great Plains recruit free; Atlantic Federation pays Commerce instead of Food |
| Elite | 1 Food + 1 Energy | none | 1 die, hits 4+, rerolls misses | Cheap to keep, pricey to raise |
| SpecOps | 1 Energy + 1 Influence | 1 Influence | 1 die, hits 4+, rerolls misses | Atlantic Federation cannot recruit |
| Armor | 1 Energy + 1 Commerce | 1 Energy | 2 dice, hits 3+ | Cannot attack into mountain/urban regions and defends there with 1 die; −2 LP when it enters DC; keeps moving during storm events unless starting from mountain/urban |
Movement phase: each unit may take one step into an adjacent region you own or that is unclaimed (respecting the 3-unit and 1-Armor caps). Stepping into an unclaimed region claims it — except DC, which stays neutral until the first election. No unit ever moves more than one region per phase — there is no moving through a region (full or otherwise). Armor's "Movement 2" means exactly one thing: storm events that halt other units don't stop it, unless it starts the move in mountain/urban terrain.
| Terrain | Effect in the digital edition |
|---|---|
| Open | No special effect. |
| Mountain ▲ / Urban ▦ (restricted) | Infantry fights freely. Armor cannot join attacks into these regions (it stays behind, and can't Rapid-Reinforce in), and Armor defending here rolls 1 die instead of 2. During storm/blizzard events Armor starting its move here is grounded like infantry (elsewhere it keeps moving). |
| DC | Neutral until the first election. Attacking it: −3 LP. Moving Armor into it: −2 LP. Defending it successfully: +2 LP. |
| River / Coastal | Flavor only for now — no mechanical effect in the digital edition. |