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
- DRAW & PLACE — draw 2 tokens from your bag and
place both. You see both before placing either, and choose the order.
- DISCOVER — take a face-up card whose Costs your rows
ALL meet right now. Max 2 per round. Your round
continues.
- 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
- 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.)
- Take the card — its VP counts at game end (no score track).
- 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.
- Resolve the ability (⚡ instant · ∞ persistent ·
🏵 scores at game end).
- 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
- GLORY: highest Warfare row advances one space (all
tied advance).
- ALL tokens return to their owners' bags — rows and Calamity tracks alike,
Warfare included.
- Undiscovered cards are discarded; their Influence markers go back to their owners.
- Market swept into the Frontier; 5 fresh Resources dealt.
- 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):
| Markers | 1 | 2 | 3 | 4 |
| 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/