Rules

You are an overlord: a cloud that owns the ground everyone else builds on. Your vassals hang on your arrows and on each other's. Collect enough of them, or reach your overlord's own goal, before anyone else.

The cards

Overlords have four arrows, power that can all help other attacks, income, an ability and a special goal. Nobody can attack an overlord.

Vassals have one incoming arrow and up to three outgoing ones. Power attacks (the second number, if any, can help another card's attack); resistance defends; income is the rent the card collects each turn. Alignments make attacks easier between alike cards and harder between opposed ones.

Exploits are one-shot cards in your hand. How many you hold is public; what they say is not.

The table

Your overlord sits in the middle of your own grid. A vassal you take hangs on a free arrow and faces away from its master. An arrow pointing at a card is blocked. When a vassal moves, its own vassals move with it; one that has no room takes another free arrow of its master, or falls into the uncontrolled area.

A turn

  1. Income: each of your cards adds its income to its own rent.
  2. Draw one card. A vassal joins the uncontrolled area; an exploit goes to your hand. Exploits that bring money, rearrange it, revive a destroyed card or show you a hand can be played at any time, even on someone else's turn or in the middle of their attack.
  3. Two actions: attack, move rent between a card and its master or vassal, move a vassal, or hand a vassal to a rival who accepts it (for rent, or as a gift). Free at any time: drop a vassal, give rent or exploits to a rival, play an exploit. Or pass before doing anything and take 5.
  4. Two free rent transfers, overlord abilities that work at the end of a turn, then the uncontrolled area is refilled and the next player goes.

Attacks

Pick a card of yours that has power and has not attacked this turn, and a target. Other cards of yours may help with their transferable power. The target number is:

Alignments: +4 for each one attacker and target share, โˆ’4 for each opposed pair (reversed when destroying). Zealots oppose zealots. A rival's vassal defends with +10 right under its overlord, +5 one step lower, +2 two steps lower.

Then the bidding: the attacker pays rent from the attacking card or the overlord (+1 each); the defender from the target (+2 each) or its overlord (+1 each); anyone else from their overlord, for or against (1 each). Spent rent goes to the bank. When everybody passes, roll two dice: the target number or less succeeds, 11 and 12 always fail. Exploits that force success or failure are played after the roll.

Without dice (a table option, and always in realms): when everybody passes, a number of 7 or more succeeds and anything less fails. Exploits that force success or failure still get their say afterwards. What you cannot know is what the others will spend and what they hold.

A privileged attack (discard an exploit to make it so) keeps everyone but the attacker and the defender out, unless someone abolishes the privilege with an exploit or by discarding two.

Winning

Checked at the end of every turn; players who get there together share the win. Control this many cards, overlord included: 13 at two or three players, 12 at four, 10 at five, 9 at six, 8 at seven or eight. Or reach your overlord's own goal. After your third turn, controlling no vassal puts you out.

Realms

A realm plays the same cards and the same attack math in real time, for a season, with hundreds of lords, on a map of the Earth. A season's arc: three shielded days to take the commons around your seat; a first week of rent, draws and probes; a second where borders meet and alliances form; then everyone against the leader until the month's end closes the season by score. What changes from a table:

Rulesets and options