Forge the Edge
common“Red iron, hammered by firelight.”
Recruit 1 free army unit (inactive) at any intersection in your network.
Book the Fourth
the ordinances set down by the Ferrum
These forms are drawn from the Chronicle of the Ferrum, set down across the forty-six Watches. They describe how the seven peoples engage in the ancient dance — kingdom and alliance, war and Watch. Read what is needed. The chronicle waits.
the players assemble; the Watch is named
Before the Watch, there must be those who would stand it.
A new Watch begins when two to four rulers gather at a hall of their choosing. Each takes the name of one of the seven peoples and raises their banner. No two rulers may bear the same banner; the colors are sacred. When all are seated and a host has called the Watch named, the chronicle opens.
the first city, the first road
The first work of any Watch is to claim the land. Each ruler founds a single city and lays a single road from it. Then — in reverse order, that the late-comers may not be punished — each plants a settlement and a second road. From these are all greater things made.
The founding is binding. A city placed in poor land is a city for the rest of the Watch. The Ferrum advise patience.
what each thing demands — in stone, in grain, in gold
Every work of the Watch has a price. The ruler who reads the ledger first, reads the game.
A settlement is a hall, a mill, a scatter of hearths — the founder's first claim to the soil. It yields one measure of every adjacent tile's resource per round, and counts for one victory point.
A city is a settlement grown — twice the yield, twice the prize. It counts for two victory points, replacing the settlement's one. Walls may be raised upon it; armies recruited within it. A ruler may hold no more than four cities in any single Watch.
Roads are cheap to lay and long to build. They bind a kingdom together and open the only paths by which armies may march. Five continuous segments earn the Warpath trophy.
An army is raised at a city, one unit at a time, and stands inactive until its ruler spends the cost to wake it. Active armies may move and strike; inactive armies defend where they stand. A stack may hold no more than five units, and may not be split.
City walls are timber and stone raised against the Unbound. A walled city cannot be razed in a single blow — it stands at +3 to its defence when defended, and +1 by the wall alone when left empty.
An improvement is built upon a tile adjacent to one of your cities — a Granary for grain, a Mill for wood, a Quarry for stone. Each tile may bear only one improvement, and each belongs to the ruler who built it.
| Work | Cost | Notes |
|---|---|---|
| Settlement | 2 Grain · 2 Wood · 2 Stone | +1 VP. Yields 1 of every adjacent tile's resource per round. |
| City (from settlement) | 4 Grain · 2 Wood · 4 Stone | +2 VP (replaces the settlement's +1). Yields 2 of every adjacent tile's resource. |
| Road | 1 Wood · 1 Stone | No yield. Counts toward the Warpath trophy. |
| Army unit | 1 Grain · 1 Wood · 1 Stone | Recruited inactive at a city. +1 strength to its stack. |
| Activate a stack | 1 Grain or 1 Gold | Required to move or strike. Lasts the round. |
| Work | Cost | Effect |
|---|---|---|
| Granary | 2 Grain · 3 Wood | +1 Grain per round from the improved tile to the owning city. One improvement per city. |
| Mill | 2 Wood · 3 Stone | +1 Wood per round to the owning city. |
| Quarry | 1 Wood · 4 Stone | +1 Stone per round to the owning city. |
| City Walls | 2 Wood · 3 Stone | +1 strength to the army garrisoned at the city. Inert if the city has no garrison — an unguarded city falls to any attacker. |
The three great decks of the Ironkeep — Warfare, Growth, Politics — are drawn at a cost as well. Each draw takes one card of the ruler's choosing, hidden until played. Pay either the gold price or the commodity bundle; never both.
| Deck | Gold | Commodity |
|---|---|---|
| Warfare | 2 Gold | 2 Wood · 1 Stone |
| Growth | 2 Gold | 2 Grain · 1 Wood |
| Politics | 2 Gold | 2 Stone · 1 Grain |
production, building, drawing
Each ruler takes a single turn in order. On their turn they may build what their treasury allows, draw from the great chronicle (see chapter VI), move their armies, propose alliance, or forge oaths. When they have done what they will, the next ruler rises. When all have taken a turn, the round closes — and the wheel turns: each tile produces for every adjacent piece.
A ruler may hold no more than three cards in hand at any time. Cards held longer than that must be sacrificed back to the deck.
of oaths, and the breaking of them
Between any two peoples, an alliance may be sworn. It is offered on the offerer's turn and bound only when the other accepts. Once sworn, neither may attack the other. Their armies pass freely through one another's roads. A private channel of correspondence opens between them — known to the Ferrum but read by no one save the two.
If an alliance holds for five full rounds, both rulers receive an Alliance Trophy — a public mark of honor worth two victory points. To break the alliance is to lose that trophy from both sides. The chronicle of correspondence remains, but is sealed.
armies, fortification, and the moment of attack
An army is recruited at one of your cities and stands inactive until you spend the cost to wake it. An active army may move along your road network, or strike. There is no formal declaration of war in Thairen — there has not been since the Sundering. If you are not allied with a rival, you may attack them.
Combat is calculation, not chance. Compare effective power — stack strength plus terrain bonus. The greater wins. Both sides lose units equal to the smaller force's effective power. Ties favor the defender. Walls and cities matter: a stack inside a walled city is +3 to its effective power. Assaulting a city or settlement costs the attacker one extra unit besides — streets and walls bleed the attacker even in victory.
cards drawn from three deep wells of knowledge
Beyond the work of the wall, every ruler may draw upon the chronicle itself — fortunes and follies set down across the Watches by those who came before. Three decks are kept in the Ironkeep: Warfare, Growth, and Politics. Each ruler may draw from any of the three on their turn at the prescribed cost (see The Reckoner's Ledger for draw costs); what they draw is theirs alone, hidden from the table until played.
Some cards lift kingdoms. Some break them. Some are kept secret to the end, revealed only at the moment of victory's declaration. What follows is the Ferrum's full catalog, drawn for the reader's instruction.
Of soldiers, sieges, and the iron of clans. Drawn most often by those who would defend the wall — and by those who would test it.
“Red iron, hammered by firelight.”
Recruit 1 free army unit (inactive) at any intersection in your network.
“Bread for the bellies, boots in the dirt.”
Activate up to 2 of your inactive armies at no grain cost.
“Let them swim.”
Destroy any one road on the board.
“A poisoned stew, a drunken watch.”
Pick one enemy active army. It cannot move or attack on its next turn.
“A single spark in the thatch.”
Destroy any one opponent's improvement (granary, mill, or quarry).
“Every tenth man, by the old law.”
Pick an opponent's army stack. It loses 2 units outright.
“The horn in every valley.”
All of your inactive armies activate this turn at no grain cost.
“Gold speaks louder than banners.”
Take 1 active unit from any enemy army stack and add it to one of your own armies (up to the 5-strength cap).
“Nothing grows where the wagons burned.”
Pick any tile on the board. It becomes desert permanently — no adjacent piece will ever produce from it again.
“Chests hauled back from a burning city. No one writes down what was taken.”
+1 VP when revealed on your turn. Hidden in hand until then.
“Bards will sing of this name. You'll let them.”
+1 VP when revealed on your turn. Hidden in hand until then.
Of land, harvest, and the long labor of building. The Highkin and the Stoneborn favor it; the Wandersfolk know its roads best.
“The path appears where hands dig.”
Build 2 free roads in your network.
“The wagons return, lighter for them, heavier for you.”
Each opponent gives you 1 random resource from their stores.
“Stone remembers the hand that shaped it.”
Build 1 free improvement (granary, mill, or quarry) on any eligible tile.
“A glint in the river stones.”
Gain 2 gold.
“The granaries creak at the seams.”
Immediately gain resources equal to your normal round-end production.
“The ruler takes his share.”
Take 4 resources of your choice from the opponent with the most VP.
“A flag, a fence, a new hearth.”
Build 1 free settlement in your network (road-connectivity applies as normal).
“Every port flies your flag.”
Name a resource. Each opponent gives you ALL of that resource from their stores.
“Coin weighs nothing when the granaries burn.”
Every opponent's resource stores are halved (rounded down).
“A year's yield kept off the ledgers. The taxman finds only chaff.”
+1 VP when revealed on your turn. Hidden in hand until then.
“A cultivar older than any king, planted in rows no map records.”
+1 VP when revealed on your turn. Hidden in hand until then.
Of envoys, gold, and the hidden word. The court of the Realms of Men is its first home, but no people are without its art.
“A quiet word, a heavy purse.”
Pick an opponent. Take 4 of any one resource you name from their stores.
“A letter in the wrong saddlebag.”
Steal 1 random card from an opponent's tech card hand.
“Torches in the market square.”
Pick an opponent's city or settlement. It produces nothing next round.
“Gold changes hands in the guardhouse.”
Pick an opponent. ALL of their active armies deactivate.
“An oath read aloud, and broken by noon.”
Force-break ALL of one opponent's alliances. If they held the Alliance Trophy, they lose it.
“The peasants have decided.”
Pick an opponent's settlement. It is destroyed (intersection freed, settlement slot returned).
“Secrets kept in dark ink.”
Every opponent loses 3 random cards from their hand (cards cycle to the bottom of their decks).
“No court will seat them. No banner will ride with them.”
Pick an opponent. They may never form alliances again for the rest of the game. All their current alliances are broken.
“The crown changes heads. The city changes hands.”
Pick an opponent's city. It is destroyed along with its walls and any adjacent improvements — no combat required.
“A pact sealed in the back of the throne room. No witnesses.”
+1 VP when revealed on your turn. Hidden in hand until then.
“Gold arrives nightly in plain sacks. No sender's name, no questions asked.”
+1 VP when revealed on your turn. Hidden in hand until then.
the Watch's burden, shared
Ulgareth does not wait for the rulers' games. Seven moons after a Watch begins, the wheel turns past one of its old hinges and the Unbound spill from the Ashenwaste. The Ferrum sound the great horn, and every ruler's active armies are committed as one — all hands on the wall.
But before any sword is drawn, a Harrow is drawn. Seven calamities ride with the Horde — a grain field salted to dust, five roads lost to ash, a city demoted to a settlement, three stacks choking in the smoke. One Harrow fires with each landing, no matter how the defense goes.
Those who stand largest on the line are honored. Those who stood thinnest must surrender a city. If Ulgareth breaks the wall three times, the realm falls — and the ruler with the highest chronicle claims a Pyrrhic crown.
the calamities that ride with Ulgareth
Seven Harrows form the deck Ulgareth carries. One fires each landing and then rotates to the bottom; every Harrow shows itself at least once before any repeats.
the chronicle's last entry
Fifteen victory points end a Watch.
A ruler may declare victory only on their own turn, only when their visible total — pieces, trophies, revealed hidden cards — reaches fifteen. Until then, the chronicle remains open.
If the Horde has been allowed to devastate Thairen three times, the Watch ends regardless. The highest VP among the rulers claims a Pyrrhic victory — a name the Ferrum will record without comment.
recorded by the Ferrum