📋 Embers of Empire — Turn Reference

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Embers of Empire — Turn Reference

One action per turn, clockwise, until everyone has passed or Collapsed · each ERA deals (2 × players) + 1 cards from its own Era stack

Your Turn — pick ONE action

  1. DRAW & PLACE — draw 2 tokens from your bag and place both. You see both before placing either, and choose the order.
  2. DISCOVER — take a face-up card whose Costs your rows ALL meet right now. Max 2 per round. Your round continues.
  3. PASS — you're done for the round. No re-entry.

Placing Resources

  • Row must match the face: Mono = its aspect's row · Split = either of its two rows · Wild = any row.
  • Always the row's leftmost open slot — no skipping.
  • No legal row? The Resource is lost to the Frontier.
  • 5th slot (Influence): if you still hold one of your 2 markers, place it on a face-up card without one — its Costs go −1 for YOU, +1 for others. Max one per card. None left? Skip it.
  • Rows never have gaps — removals shift tokens left. Shifts trigger nothing.

The Warfare Row & Glory

  • NEVER SPENT: Discovering never empties your Warfare row — it survives every purchase and grows all Era. Only a card effect removes from it. (It does return to your bag at Era end, like every row.)
  • GLORY: at each Era's end — compared before the rows clear — the highest Warfare row advances 1 space. All tied advance; a Collapsed player still competes. Max = number of Eras. 1 VP per space.

Placing Calamities

  • Every drawn Calamity goes on your Calamity track, left to right — never into the rows.
  • HOPE: spend a Hope marker (you start with 3) to return a track Calamity to your bag. Unspent Hope = 1 VP each.
  • ERA 3 RECKONING: at the end of Era 3, everyone adds a supply Calamity to their bag.
  • 4th track space = COLLAPSE: take a Dark Age marker, you're out for the rest of the Era. 3 are safe. Collapse before your first Discovery this Era = draw 2 EMBERS (1 VP each); after it = 1.
  • Card effects that remove a track Calamity rewind the clock.

Discovering a Card

  1. Qualify: every listed Cost met by that row's value, simultaneously. (Influence marker: Costs −1 for its owner, +1 for you otherwise. Discovering the card returns the marker to its owner.)
  2. Take the card — its VP counts at game end (no score track).
  3. Pay: ALL Resources in ALL required rows return to your bag — whole rows, no change given. Other rows untouched. A Warfare Cost is met, never paid — that row stays.
  4. Resolve the ability (⚡ instant · ∞ persistent · 🏵 scores at game end).
  5. Your round continues (2-Discovery max).

The Market & the Frontier

  • Gain a Token — take any 1 of the 5 face-up Market Resources into your bag. Refill from the Frontier at once.
  • Trade — return one of your Resources to the Frontier, take a Market Resource worth exactly 1 more. From bag → bag. From board → same slot (face must be legal; no retrigger).
  • Gained tokens are permanent — your bag grows across rounds.

Round End

  1. GLORY: highest Warfare row advances one space (all tied advance).
  2. ALL tokens return to their owners' bags — rows and Calamity tracks alike, Warfare included.
  3. Undiscovered cards are discarded; their Influence markers go back to their owners.
  4. Market swept into the Frontier; 5 fresh Resources dealt.
  5. End of Era 3: the Reckoning (supply Calamity into every bag). Start player rotates left; deal the next Era's 8 cards.

Game End Scoring

  • Card VP — count the cards in front of you (no score track).
  • Wonders: each scores its printed rule.
  • Glory: +1 VP per space on the shared Glory track (Central Board).
  • Aspect majorities: most Civ Cards of an aspect = +5 VP each (need ≥1; ties all score).
  • Hope: +1 VP per unspent marker · Embers: 1 VP each (returned = forfeited).
  • Prosperity: fewest Dark Ages = +5 VP (ties all).
  • Dark Ages (cumulative):
    Markers1234
    VP lost−2−5−9−14
  • Ties: fewest Dark Ages → most cards → shared win.

Remember

  • Placing and Discovering are separate actions — rivals get a window to snatch the card you just built toward.
  • The aspects: Warfare · Culture · Economy. Calamities are identical — no individual names.
  • The Frontier holds Resources only — gains are never traps.
  • Full rules: geekmatter.com/cc-lite/rulebook/

Embers of Empire · a Corrupted Chronicles game · living rules 2026-08-05