The last king of Nauvara rode into the storm and never came back. The realm broke into nine provinces around his empty seat, the Lion Throne.
Four legends of an older age stand as statues on the rim of the arena: Odysseus, Heracles, Orpheus and Hector. They choose no one. They join whoever answers the court the way they would have answered.
You play yourself, a claimant. Each turn the court asks you a question and you answer by your conscience alone; you learn what your answer stood for only after you give it. Spend what the answers pay to raise followers, win the provinces' oaths and pull your rivals' allies away.
When every province has sworn, the claimant they swore to most takes the throne.
Turn the page with the arrows, a click on the page, the arrow keys, or a swipe. The ribbons on the right open each chapter.
Most points when the game ends wins. A tie at the top goes to a duel.

A turn, in short. The court reads you a Question with two answers. Choose one by its words; it turns over, shows its ideology and pays 3 resources. Then spend: hire followers, March where you hold Sway, trade, play Conspiracies, use your legends' powers.
A province swears to you when you hold more than half its seats, and scores that number for you. The game ends when every province has sworn.
| Claimants | Starting resources, by seat |
|---|---|
| 2 | 0 · 4 |
| 3 | 0 · 3 · 6 |
| 4 | 0 · 3 · 5 · 7 |
| 5 | 1 · 3 · 4 · 6 · 7 |
Later seats start with more because they act later in every round.
At Standard speed you have 45 seconds to answer and 120 to act. The clock is a limit, not a wait: End turn ends it at once, and unused answer time carries into your turn. A time bank covers the one big turn.
You see only the words. The ideology behind an answer, and what it pays, show after you choose.
You could make every lord swear fealty to you before you take the throne.
Before you answer a short window opens in which a rival may play a court Conspiracy. It opens every time, so its opening tells nobody anything.
Once a turn you may pay 3 resources to send the Question away and draw another.
The answer turns over: it stays on your board as one answer in its ideology, pays 3 resources, and Tribute follows.
Everything runs on four resources, one for each ideology, all worth the same.
| Resource | Stands for | Ideology |
|---|---|---|
| Gold | wealth, trade, bribes | Golden Road |
| Steel | force, soldiers, fear | Iron Hand |
| Song | fame, crowds, rumour | Thousand Voices |
| Oath | loyalty, law, honour | Unbroken Oath |
A cost marked any takes any resource. The bank trades any 3 for 1 of your choice. You may hold 12; discard down at the end of your turn.
Each time you answer, every ideology pays you 1 of its resource for every 2 answers you hold in it. With 4 Iron Hand answers, every answer brings 2 Steel more.
At 3 answers in an ideology its legend joins you and the first power wakes; at 5 the legend stands beside you and the second wakes. Lose answers and you lose what they gave.

3Many Harbours. Your treasury limit is 15 instead of 12, and your bank trades are 2 for 1 instead of 3 for 1.
5The Wooden Horse. Once per turn, pay 2 Gold: replace 1 rival follower with one of yours.

3The Lion's Skin. Rivals cannot March your followers.
5Clean the Stables. Once per turn, pay 1 Steel: remove up to 3 of one rival's followers from a province where you have followers.

3Song of the Road. Once per turn, when you hire followers, pay 1 Song to add 1 more follower to that card.
5Charm the Stones. Once per turn, pay 2 Song: move up to 2 of your followers to any provinces, ignoring borders and Sway. Not off Rifts.

3Shield of Troy. Once per round, pay 1 Oath to cancel a Conspiracy, power or March aimed at you.
5Walls of Troy. Once per turn, pay 2 Oath: Seal a province sworn to you. It can never break, nothing there can be removed, moved or converted, and it scores 1 more point.
The four statues on the rim always show the claimant whose turn it is: asleep under 3 answers, awake at 3, bronze at 5. Powers never touch a follower on a Rift or in a Sealed province.
Hire. Pay a card's printed mix: 4, 6 or 8 resources for 1, 2 or 3 followers. Place them together in one province, on free seats; any of them may go on a Rift. Only hiring places a follower on a Rift.
Swear and break. A province swears to you when you hold more than half its seats, and breaks when you drop below that number.
March is how a province is redrawn. In each province where you hold Sway, once a turn, move one loose follower, yours or a rival's, across a shared border onto a free seat. It can tip a province, never break one.
Every province has 1 or 2 Rifts. Hire a follower onto one and you draw a Headline, resolved at the end of your turn. A follower on a Rift can never be removed, moved or converted.
| 12 boons | help you |
| 12 banes | hurt you |
| 8 upheavals | hit everyone |
Every claimant gains 1 Song. Until your next turn, Conspiracies cost 1 more.
A Headline that lasts stays as a small chip on the right of the screen while it is in force. Hover it or tap it to read it again.
One pile of 30, face down, the cost on each back (4 or 5). Buy the top card with any resources; hold as many as you like. Deeds are played on your own turn; court cards in the window before a rival answers.
Remove up to 2 of one rival's followers from one province.
No Conspiracy touches a follower on a Rift or in a Sealed province. A rival with the Shield of Troy may cancel one aimed at them.
On your turn, trade with any rival on any terms you both accept, or with the bank at 3 for 1. Nothing said in chat is binding.
The game ends when every province has sworn or every seat is filled. Each claimant then takes one last turn. A safety cap ends it after 18 rounds (16 with five claimants).
Score each province sworn to you at its number, plus 1 for each one you have Sealed.
A tie at the top: the arena clears and each duellist's strongest legend steps into a ring of fire. Seven questions are made from the match just played: who holds a province, how many seats it has, who played the last Conspiracy. Both answer at once, 5 seconds each, 3 choices. Most right answers takes the throne.
Still level? Strike the mark: a blade swings across a bar, each taps once, and the tap closest to the mark wins. With three or more tied, all take the same quiz and the best go on.
There are no forms. Everything with a target is played on the map.
Messages gather on the right. Hover one and it waits for you; pin it to keep it. The Chronicle (the scroll at the top left) keeps everything that was said. In a big moment the screen clears and black bars come in; Skip hurries it along.
The keyboard does it all: Tab to a card, Enter to pick it up, the arrow keys to choose a target, Enter to do it.
| A turn | Answer → act in any order → swearing checked after every change → end |
| Answer | 3 resources + Tribute; redraw once for 3 |
| Hire | 1, 2 or 3 followers for 4, 6 or 8; one province |
| Conspiracy | 4 or 5, any resources |
| Bank | any 3 for 1 · hold 12 |
| Swear | more than half the seats; scores that number |
| March | once per Sway province, one loose follower, across a border |
| Odysseus | Many Harbours | The Wooden Horse |
| Heracles | The Lion's Skin | Clean the Stables |
| Orpheus | Song of the Road | Charm the Stones |
| Hector | Shield of Troy | Walls of Troy |
“Everything has a price. Order is a blade held level. The crowd crowns kings. A word kept is a wall.”