THE MELT

A Double-Sided Deck-Building Game of Ice, Industry & Transformation

2–4 Players
Players
~200 Cards
Components
25–40 min
Playtime
Ages 12+
Age

1. Game Overview

“Before the refrigerator, the world depended on harvested ice. In 1886, Americans cut 25 million tons from frozen lakes. Workers scored ice with horse-drawn plows, sawed it into blocks, hauled it into ice houses insulated with sawdust, and shipped it across oceans. The ice transformed from raw winter resource into global commodity. In The Melt, your cards transform too. Every card is double-sided. The front is frozen — active and powerful. The back is melted — permanent and passive. Your deck shrinks. Your empire grows.”

Double-sided cards. Every card has a Frozen side (played from hand) and a Melted side (permanent passive). Shedding cards doesn't thin your deck — it transforms cards into your board.

Contracts. A secondary currency represented by cards. When you melt cards or follow other players, you draw Contract cards from a shared deck. Spend Contracts on extra melts, extra draws, market discounts, protection, or convert to Glory.

Era Market. 12 Chronicle Cards from 4,000 years of history reshape the game each round. Each era brings unique market cards that appear and vanish with the times.

Three currencies: Crowns (buy cards, reset each turn), Contracts (flexible utility, held as cards in your hand), Glory (score, permanent). Overflow principle: Your engine never wastes — excess passive Glory and Draw Bonus beyond their caps convert to Crowns.

Be the first player to reach the Glory target (20 at 2 players, 22 at 3, 25 at 4). Build your ice empire by transforming your deck into your board.

2. Card Anatomy

Cost (top-left of Frozen side): Crowns needed to buy from Market.

Card Type: Worker, Tool, Storage, Trade Route, Wild, or Event. Many melted passives trigger off specific types.

Frozen Side: Played from your hand. Produces immediate resources and effects.

Melted Side: After melting, placed in your Ice House. Grants an ongoing passive.

Era Badge (some cards): Colored tag showing which historical era the card belongs to. Era cards appear and vanish with Chronicles.

Primary Output: The first-listed resource on a card's Melted passive. For single-resource passives, that resource is primary. For dual-resource passives (e.g., “+1 Crown/turn, +1 Glory/turn”), Crowns are primary. Cards that boost “primary output” add +1 to this resource only. Primary output boosts are type-specific (e.g., Sawdust Insulation boosts melted Storage cards only).

Wild Type Declaration: When you play or melt a Wild card, declare one type (Worker, Tool, Storage, or Trade Route). It counts as that type for all purposes this turn (if played) or while melted (if melted). Once melted, place a marker or orient the card to indicate the chosen type.

● Worker ● Tool ● Storage ● Trade Route ● Wild ● Event

3. Setup

Step 1: Starting Decks

Each player takes an identical deck of 15 cards: 7 Farmhand, 4 Ice Cutter, 3 Snow Shovel, 1 Apprentice. Shuffle and place face-down as your Draw Deck.

Step 2: The Market

Lay out all permanent Market cards face-up by cost tier (cheapest to most expensive). Arrange Events separately (always available, cost 0). Stack sizes depend on player count (see Section 17).

Step 3: Era Reserve & Chronicles

Sort Era Market cards into 5 Era groups (marked with colored badges). Place near the Market but NOT in it. Semi-random Chronicle setup: Separate the 12 Chronicle Cards by Era. Shuffle each Era’s Chronicles face-down, then stack in historical order: Era I on top, Era V on bottom. The game always progresses from ancient to modern. At 4 players, Chronicles last 2 rounds each.

Step 4: Contract Deck

Shuffle the 30 Contract cards into a face-down deck near the Market. When you earn a Contract, draw from this deck into your hand. When you spend, return cards to the Contract discard pile (reshuffle when empty). Contracts are held in your hand alongside your regular cards.

Step 5: Play Area & Glory

Each player clears space for: Ice House (left, 5 slots) and Discard Pile (right). Provide Glory tracking (pen/paper, tokens, or dice). Everyone starts at 0 Glory.

Step 6: First Player

The player who most recently touched real ice goes first. Play clockwise.

4. Turn Structure

2–3 Players: Sequential Turns

1. Collect
2. Draw
3. Play
4. Buy
5. Melt
6. Cleanup

4 Players: Simultaneous Collect & Draw

ALL: Collect
ALL: Draw
P1: Play+Buy+Melt
P2: Play+Buy+Melt
P3: Play+Buy+Melt
P4: Play+Buy+Melt

At 4 players, all players Collect and Draw simultaneously. This saves ~5 minutes per game and keeps everyone engaged. Then play proceeds one at a time for Play+Buy+Melt phases.

You may spend Contracts during any phase of your own turn. You may earn Contracts (by Following) during any other player's turn — drawn cards go to your hand, usable on your next turn.

5. Phase Details

Phase 1: Collect

Gain resources from all melted cards in your Ice House. Each passive triggers once. This is your baseline income every turn.

Passive Glory Cap: You may gain a maximum of 5 Glory from passives during Collect. Any passive Glory beyond 5 is converted to Crowns at 1:1 instead. (Your engine never wastes — excess shifts to purchasing power.)

Phase 2: Draw

Draw 5 cards (or 5 + your Draw Bonus). If your Draw Deck is empty, shuffle your Discard Pile to form a new one. Draw Bonus: If you have melted cards granting Draw +N (max +3), draw 5+N, keep 5, place the rest on the bottom of your deck in any order. Any Draw Bonus beyond +3 converts to +1 Crown each during Collect instead. You may spend 3 Contracts for an additional Draw +1 this turn.

Phase 3: Play

Play any or all cards from your hand. Resolve each card's Frozen side effect as you play it. Crowns are temporary (spend or lose). Glory is permanent (add to score). Cards you don't play stay in your hand for the Melt phase.

Phase 4: Buy

Buy 1 card from the Market (2 if you played Wyeth's Plow). Pay the card's cost in Crowns. Bought cards go to your Discard Pile. You may spend 2 Contracts to reduce a card's cost by 1 (once per turn). Event cards cost 0 and go directly to your hand.

Phase 5: Melt

Melt up to 2 cards from your hand (your base Melt Limit). Flip to Melted side, place in your Ice House. Draw 1 Contract card per card melted. Some effects increase your Melt Limit (melted Ice Tongs: limit 3; Tudor's Empire: limit 4; Radiative Cooling: limit +1; spend 3 Contracts for +1 melt). Full Melt rules: Section 6.

Phase 6: Cleanup

Discard all played and unplayed cards to your Discard Pile. Unspent Crowns are lost. Contracts remain in your hand. Check if you've reached the Glory target.

Thaw Bonus (3–4 Players)

At the start of each round (before Collect), the player with the lowest Glory gains +2 Crowns, Draw +1, and draws 1 Contract this turn. Self-correcting: once you're no longer last, you lose the bonus.

6. The Melt Phase — Detailed Rules

The Ice House

Your Ice House starts with 5 slots. When you melt a card, place it (Melted side up) in an empty slot. These cards expand your Ice House: Small Ice House/Double Walls (+2 slots), Grand Ice House (+3 slots), Sawdust Insulation (+3 slots), Branike Ledarny/Industrial Complex (+3 slots), Yakhchal/Ancient Wisdom (unlimited). Slot expansion comes only from Market purchases — plan your Ice House investment carefully.

Demolishing

If your Ice House is full, you may demolish a melted card (remove from game) to make room. You lose its passive permanently. If you demolish a slot-expanding card, you lose the slots — you choose which additional cards to demolish until you're within your new limit.

Returning Melted Cards

The melted Conveyor (from Ice Elevator) lets you return a melted card from your Ice House to your discard pile (Frozen side up), freeing a slot and returning a useful card to your deck.

Contracts From Melting

Every card you melt lets you draw 1 Contract card from the Contract Deck. With a base Melt Limit of 2, that's 2 Contracts per turn guaranteed. Cards that increase your Melt Limit also increase your contract income. Some cards grant additional contracts when melted (Sawdust Bag passive: draw 1 extra Contract per card melted; Tudor’s Fleet passive: draw 1 extra Contract when melting a Worker).

Tudor's Fleet / Tudor's Empire Mass Melt

When played, Tudor's Fleet melts all Farmhands from your hand and discard immediately. These melts count toward your Melt Limit this turn. If the mass melt exceeds your limit, you cannot melt additional cards during your Melt phase. Tudor's Empire grants Melt Limit 4 for the turn. Each card melted this way still draws 1 Contract.

7. Contracts — The Card Economy

“The ice trade ran on contracts. A brewery needed ice all summer. A household needed weekly delivery. A ship needed provisions for the voyage. The contract was the promise that kept the industry alive.”

Earning Contracts

SourceContractsWhen
Melt a cardDraw 1 per card meltedYour Melt phase
Follow another player's cardDraw 1 per FollowAnother player's turn
Certain melted passivesDraw 1–2/turnYour Collect phase
Certain card effectsVariesWhen played

Contracts are cards held in your hand. They count toward your hand size during Play phase but are distinct from your deck cards — they cannot be played, melted, or discarded during normal play. You can only earn contracts during others' turns (via Follow). You can only spend contracts during your own turn.

Spending Contracts (your turn only)

CostActionLimit
4 Contracts+1 GloryRepeatable
3 ContractsMelt +1 extra card this turnOnce per turn
3 ContractsDraw +1 this turn (draw 6, keep 5)Once per turn
2 Contracts-1 Crown cost on your next buyOnce per turn
4 ContractsProtected from Glory loss until your next turnOnce per turn

To spend contracts, reveal them from your hand and return them to the Contract discard pile. If the Contract deck runs out, shuffle its discard pile to form a new deck.

Contract Cards

The Contract deck contains 30 identical cards, each showing “Ice Contract — Value 1.” They have no Frozen or Melted side — they are purely a spendable currency. Contract cards in your hand are kept separate from your play cards (place them face-up in a row above your hand so opponents can see how many you hold).

8. The Follow (3–4 Players)

“In the ice trade, you didn't just wait for your turn. When another crew harvested on the lake, you watched. You learned. Sometimes you helped — and earned a little something for it.”

Follow Rules

  • When: After any other player plays a card during their Play phase, before they play their next card.
  • Cost: Discard 1 card from your hand to your discard pile.
  • Effect: Draw 1 Contract card from the Contract deck.
  • Limit: You may Follow once per card played. You may Follow multiple times per turn (once per card the active player plays), as long as you have cards in hand.
  • Cannot Follow: Event cards. Only double-sided cards (Workers, Tools, Storage, Trade Routes, Wilds) can be Followed.
  • Not available at 2 players.

Why Follow?

Following gives you Contract cards — but costs you a card from your hand. That card could have been played for Crowns/Glory or melted for a passive. Every Follow is a real tradeoff: future potential vs. immediate contract income. You can't follow every card — you'll run out of hand. You must choose wisely which cards are worth following.

Rival’s Shadow (2 Players Only)

At 2 players, Follow is not available. Instead, use Rival’s Shadow:

  • At the end of your opponent’s turn, if they played 3 or more cards, draw 1 Contract.
  • This is passive and free — no discard cost.
  • Brings 2P Contract income to ~3/turn (2 from melting + ~1 from Rival’s Shadow), making Contract spending options viable.

In a duel, you watch your rival closely. When they’re busy, you learn from it.

9. Draw Bonus

Several melted cards grant Draw +N. During your Draw phase, draw 5 + N cards (maximum Draw Bonus: +3), then choose 5 to keep and place the rest on the bottom of your deck in any order. Draw Bonuses stack additively up to the cap.

Draw Bonus Overflow: If your total Draw Bonus exceeds +3, each excess point becomes +1 Crown during your Collect phase instead. Your engine never wastes — excess converts to purchasing power.

Draw +1 sources: Foreman's Eye, Surveyed Field, All-Weather Gear, Master's Touch, Royal Warrant, Ice Administrator/Bureaucracy, Thaw Bonus (3-4P).
Draw +2 sources: Eagle's View, Industrial Complex.

10. Starting Deck — 15 Cards

7 COPIES
Frozen
Worker
Farmhand
+1 Crown
Melted
Worker
Crew Quarters
+1 Crown/turn
4 COPIES
Frozen
Worker
Ice Cutter
+1 Glory
Melted
Worker
Ice Yard
+1 Crown/turn. +1 Glory the first time you play a Worker each turn.
3 COPIES
Frozen
Tool
Snow Shovel
+2 Crowns
Melted
Storage
Foundations
+1 Crown/turn
1 COPY
Frozen
Worker
Apprentice
+1 Crown
Melted
Worker
Foreman's Eye
Draw +1. +1 Crown/turn.

11. Market: Base Cards (Permanent)

Always available, never removed by Era shifts. Copy counts scale with player count (see Section 17).

Tier 1 — Cost 2

CardTypeFrozenMelted (Passive)
LedariWorker+1 Crown, Draw +1 this turnDraw +1 (permanent)
Pike PoleTool+2 Crowns+1 Crown per melted Trade Route
Ice SawTool+1 Crown, +1 Glory+1 Glory each time you play a Worker
Channel MarkerTool+1 Crown, peek top 2, rearrangeStart of turn: peek at top card, keep or move to bottom

Tier 2 — Cost 3

CardTypeFrozenMelted (Passive)
Breaking BarWorker+2 Crowns. +1 Glory if 3+ cards in hand after playing.+1 Crown/turn, +1 Glory/turn
Horse-Drawn SledTool+2 Crowns+2 Crowns/turn
Ice TongsTool+1 Crown, Melt +1 this turnMelt Limit becomes 3
Sawdust BagStorage+1 Crown, +1 Glory, shed 1 free, draw 1 ContractWhen you melt a card: +1 Crown. Draw 1 extra Contract per card melted.
Small Ice HouseStorage+1 Crown. When melted: +2 slots.+2 slots. Melted cards protected from Ice Famine (cannot be forced to demolish).

Tier 3 — Cost 4

CardTypeFrozenMelted (Passive)
Wyeth's PlowTool+2 Crowns. Buy 2 cards this turn.All Market cards cost 1 less (min 1).
Ice ElevatorTool+1 Crown. Trash 1 card from discard.Once/turn: return a melted card to discard (Frozen side up). Frees a slot.
Horse TeamWorker+3 Crowns+3 Crowns/turn
Brewery ContractTrade Route+1 Crown, +2 Glory+2 Glory/turn

Tier 4 — Cost 5–6

CardCostTypeFrozenMelted (Passive)
Norway–London Route5Trade Route+2 Glory. +1 Glory per card in Ice House.+1 Glory/turn per other melted Trade Route.
Tudor's Fleet6Wild+2 Glory. Melt all Farmhands from hand+discard immediately (counts toward Melt Limit).+1 Glory/turn. When you melt a Worker: draw 1 extra Contract.
Sawdust Insulation6Storage+2 Crowns. Melt +2 additional this turn.+3 slots. Each melted Storage card produces +1 extra primary output.
Knickerbocker Co.5Trade Route+3 Crowns, +2 Glory+2 Crowns/turn, +1 Glory/turn

Legendary — Cost 7–8

CardCostTypeFrozenMelted (Passive)
Tudor's Empire8Wild+3 Glory. Melt up to 4 cards this turn.+2 Glory/turn. Melt Limit becomes 4.
Yakhchal7Storage+5 GloryUnlimited slots. +1 Glory/turn for every 3 melted cards in your Ice House (rounded down).

12. Market: Draw Bonus Cards (Permanent)

Cards that grant Draw Bonus when melted. Always available.

CardCostFrozenMelted (Passive)
Ice Plow2+2 CrownsDraw +1 (Max Draw Bonus: +3 total)
Calked Horseshoes3+1 Crown, Draw +1 this turn onlyDraw +1 (Max Draw Bonus: +3 total)
Ice Chisel4+1 Crown, +1 Glory, Draw +1 this turn onlyDraw +1, +1 Glory/turn (Max Draw Bonus: +3 total)
Branike Ledarny5+2 Crowns, +2 Glory, Draw +2 this turn onlyDraw +2, +3 Ice House slots (Max Draw Bonus: +3 total)
Master Surveyor5+2 Crowns, +1 Glory, Draw +1 this turn onlyDraw +2 (Max Draw Bonus: +3 total)
Wenham Lake Ice7+3 Glory, Draw +2 this turn, opponents -1 GloryDraw +1, +1 Glory/turn, melted Trade Routes +1 Glory (Max Draw Bonus: +3 total)

13. Market: Era Cards (Temporary)

20 cards across 5 eras. These appear and vanish with Chronicles. See Section 16 for the era system.

Era I Ancient (1750–500 BCE)

CardCostTypeFrozenMelted
Ice Administrator2Worker+1C. Sort top 2 of deck.Draw +1, +1C/turn
Sarooj Mortar3Storage+2C. +3G on melt.+2 slots. Storage protected from opponents.
Seokbinggo2Storage+1C, +1G, +1 slot on melt+1 slot, +1G/turn, +1G per Storage melt
Radiative Cooling4Wild+2C, +2G, melt +1Melt Limit +1, +1G/turn

Era II Medieval (1191–1565)

CardCostTypeFrozenMelted
Karci2Worker+1C, +1G. Give 1 card to another player for +2C, draw 2 Contracts.+1C+1G/turn, draw 1 Contract/turn, +1C when others buy
Sherbet Road3Trade Route+1C, +2G, +1G for 2+ types played+1G/turn per different type in Ice House (max 5)
Pozos de Nieve4Storage+1C, +3G, +2 slots on melt+2 slots, +1G/turn per melted Storage
Ixhte Fibre3Tool+1C, +1G. Name a type, peek at a hand.+1C/turn, +1G when you play Storage

Era III Age of Trade (1740–1833)

CardCostTypeFrozenMelted
Tudor's Sawdust3Tool+2C. Shuffle 1 card from discard into deck.+2C/turn. Melted cards protected from events.
Fresh Pond Rights2Wild+2C. +2G if you have fewest cards in deck.+1C+1G/turn. Counts as any type.
Opium Clipper5Trade Route+3C, +2G. Buy +1 card.+2C+1G/turn. Melted Routes produce +1C.
Ice Girl2Worker+2C. +1G if 2+ Workers played.+2C/turn. +1G per Worker melt.

Era IV Industrial (1857–1900)

CardCostTypeFrozenMelted
Norwegian Fjord Ice3Trade Route+2C, +1G. +2C if Storage melted.+1C per melted Storage, +1G/turn
Conveyor Belt4Tool+2C. Trash up to 2 from discard. Draw 1 Contract each.+2C/turn. Once/turn: melt from discard (counts toward Melt Limit). Draw 1 Contract per melt.
Soda Fountain Trust3Trade Route+1G. +1C per melted Route + per melted Tool.+1C per melted Tool, +1G per melted Route.
Morse's Monopoly5Wild+3C. Opponents -1G. Steal 1 card from discard (target may return 2 Contracts to prevent).+2C+2G/turn. Counts as Route.

Era V Twilight (1943–1987)

CardCostTypeFrozenMelted
Pykrete Formula3Tool+1C, +1G. +3G if Storage also played.+1G/turn. Cards can't be demolished. Storage passives +1G.
Last Ledar4Worker+2C, +1G. Melt 2 from discard pile (counts toward Melt Limit).+2G/turn. Once/turn: melt from discard (counts toward Melt Limit).
Baltazar Ushca5Wild+3G. Melt up to 3 cards from hand. Draw 1 Contract each.+1G/turn per melted Worker in your Ice House. Contract-to-Glory 3:1.
Linde's Machine0EventTrash up to 3 cards. +1 Crown each.Event — removed from game after playing. Era V only.

14. Event Cards

Events cost 0 Crowns. When bought, place directly in your hand (not discard). You may immediately play an Event after buying it — this is an exception to normal phase order. Alternatively, hold it to play on a future turn. After playing, remove the Event from the game (do not return to Market). Events cannot be melted. The copies in the Market are the total supply for the entire game — each Event is a one-shot timing decision.

EventCopiesEffect
Warm Winter3–4All opponents’ melted passives produce nothing during their next Collect phase (skip one round of passive income). Draw 2 Contracts.
Saltpetre Experiment3–4Trash any 1 card from your hand or discard pile.

15. Chronicle Cards

12 historic scenarios that reshape the game. Reveal one at the start of each round (every other round at 4P).

Era I • Chronicle I
King Zimri-Lim's Ice House
c. 1750 BCE — Mesopotamia

Effect (1 Round)

Ancient Foundations. All players: Melt Limit +1. Each player who melts 2+ cards this round gains +2 Glory.

Era I • Chronicle II
The Yakhchal & Radiative Cooling
c. 500 BCE — Persia

Effect (1 Round)

Ice From Nothing. Each player gains 1 free card from the Market (cost 3 or less), not counting as a buy. +2 Glory for melting a Storage card.

Era II • Chronicle III
Saladin's Gift to Richard
1191 — The Third Crusade

Effect (1 Round)

The Enemy's Kindness. Each player chooses a rival. You may give 1 card from your hand to your rival. If you do, both gain +3 Glory. If not, both gain nothing.

Era II • Chronicle IV
Buontalenti's Banquet
1565 — Florence

Effect (1 Round)

A Delicious Invention. Every time you play 3+ different card types in a turn, gain +2 Glory. Wild cards give +1 extra Glory.

Era III • Chronicle V
The Ice Palace of St. Petersburg
1740 — Russia

Effect (1 Round)

The Grand Spectacle. +5 Glory for the player who melts the most cards this round (must melt at least 1 to qualify; tied players each gain +3). No buying from Market this round (Events still allowed).

Era III • Chronicle VI
Tudor's First Shipment
1806 — Boston to Martinique

Effect (Permanent)

A New Industry. First time each player buys Tier 3+: +2 Glory. Each player who crosses 10 Glory this round gains +2 Glory.

Era III • Chronicle VII
Ice to Calcutta
1833 — 100 of 180 tons survive

Effect (2 Rounds)

The Long Voyage. Set aside up to 3 cards from your hand face-down (they are not in your deck, hand, or discard; they cannot be played, melted, or interacted with). Next round during your Collect phase, return them to your hand. Then choose 1 to discard (the “lost to meltage”). Gain +2 Glory for each card returned to hand.

Era IV • Chronicle VIII
Carlo Gatti's Ice Wells
1857 — London

Effect (1 Round)

Deep Storage. All players: Melt Limit +1. Cards melted this round produce double passive output for 1 turn.

Era IV • Chronicle IX
The Great Ice Famine
1889–90 — Hudson Valley

Effect (1 Round)

The Thaw. Each player chooses one: lose 3 Glory (min 0) OR demolish 1 melted card. No melted cards: must lose 3 Glory.

Era IV • Chronicle X
The Wisconsin Ice Wars
1900–01

Effect (1 Round)

Sabotage! After Play phase, each player may name a card type targeting another player. Target reveals hand; if they hold that type, discard 1 of them.

Era V • Chronicle XI
Project Habakkuk
1943 — WWII

Effect (1 Round)

Pykrete Protocol. If you play a Tool AND a Storage this turn: +4 Glory. If you have both types melted in your Ice House at end of round: +2 Glory.

Era V • Chronicle XII
The Last Block
1987 — Pilsen

Effect (Permanent)

The End of an Era. No player may buy Tier 1 cards (cost 2) for the rest of the game. Every time you melt a card, gain +1 Glory.

16. The Era System

How Eras Work

Chronicles are grouped into 5 Eras. Each Era has unique Market cards. When a Chronicle is revealed, its Era's cards enter the Market. When a different Era's Chronicle is revealed, the previous Era's unsold cards are removed to the Era Reserve. Cards already bought by players are never removed.

EraPeriodChroniclesEra Cards
I Ancient1750–500 BCEI & IIIce Administrator, Sarooj Mortar, Seokbinggo, Radiative Cooling
II Medieval1191–1565III & IVKarci, Sherbet Road, Pozos de Nieve, Ixhte Fibre
III Age of Trade1740–1833V, VI, VIITudor's Sawdust, Fresh Pond Rights, Opium Clipper, Ice Girl
IV Industrial1857–1900VIII, IX, XNorwegian Fjord Ice, Conveyor Belt, Soda Fountain Trust, Morse's Monopoly
V Twilight1943–1987XI & XIIPykrete Formula, Last Ledar, Baltazar Ushca, Linde's Machine

Chronicle Timing & Ordering

Semi-random ordering: Chronicles are shuffled within each Era, then stacked in historical order (Era I on top, Era V on bottom). Every game progresses from ancient to modern, but which specific Chronicles appear varies.

2–3 Players: Reveal a new Chronicle every round. Each Chronicle lasts 1 round.

4 Players: Reveal a new Chronicle every OTHER round. Each Chronicle lasts 2 full rounds (all 4 players play twice). Era cards are available for 8 purchases instead of 4.

Two Chronicles from the same Era in a row? Era cards stay. Only the Chronicle's effect changes.

Design note: At 4P, not all 12 Chronicles will appear in a single game (you'll see 5–6). This is intentional — it adds replayability. Variant: For a more chaotic 4P experience, reveal a new Chronicle every round (same as 2–3P) but keep each active for 2 rounds. This means 2 Chronicles can be active simultaneously.

Permanent Chronicles

Chronicles VI and XII are marked “Permanent.” These remain active for the rest of the game — they do not expire when the next Chronicle is revealed. Multiple Permanent Chronicles can be active simultaneously, and their effects are cumulative. Future Chronicles add new effects on top.

17. Player Count Scaling

Rule2 Players3 Players4 Players
Glory target202225
Simultaneous Collect+DrawNoNoYes
Follow mechanismRival’s ShadowYesYes
Thaw Bonus (last place)NoYesYes
Chronicle frequencyEvery roundEvery roundEvery 2 rounds
Era card duration1 round1 round2 rounds
Tier 1 copies (4 types)456
Tier 2 copies (5 types)345
Tier 4 copies233
Legendary copies122
Era card copies233
Event copies344
Est. playtime25 min35 min40 min
Est. turns per player10–1210–1210–12

2-Player Duel Options (Optional)

Draft Start: Deal each player 15 random cards from the starting pool. Choose 12, remove 3 face-down.

Rival Card: Each player secretly picks a Tier 2–4 card. If you buy your opponent's pick before they do, +3 Glory.

First to Melt: First player to melt/trash all starting cards (Farmhands, Ice Cutters, Snow Shovels, Apprentice) gains +5 Glory. Harder with a 15-card starting deck!

18. End of Game

The game ends when a player reaches the Glory target (20/22/25 by player count) at the end of their turn. That player wins.

If multiple players reach the target simultaneously, highest Glory wins. If tied, the player with the fewest total cards (Draw Deck + Discard Pile) wins — the leanest empire. If still tied, the player holding the most Contracts wins.

If the Market runs out of buyable cards (all stacks depleted and no Events), the game ends at the end of the current round. Highest Glory wins.

19. Strategy Guide

1. Fast Melt (Aggressive Shedding)

Melt 2+ every turn. Get your deck to 4–5 cards. You draw your whole deck every turn — total consistency. Key cards: Ice Tongs (Tier 2), Tudor's Fleet, Radiative Cooling. Risk: Ice House fills fast (only 5 starting slots, no expansion from starters), so invest in slot cards early. Sawdust Bag gives +1 Crown per card melted, and Tudor’s Fleet gives extra Contracts when melting Workers — fuel for your engine.

2. Sawmill Engine (Type Synergy)

Melt Ice Saws into Sawmills. Every Worker you play generates bonus Glory from each Sawmill. With 2 Sawmills and 3 Workers/turn = +6 Glory/turn from play triggers. Keep some Ice Cutters in your deck — their melted Ice Yards give +1 Glory when you play a Worker, stacking with Sawmills. Add Tudor’s Fleet melted for +1 Glory/turn passive plus extra Contracts on Worker melts.

3. Trade Network (Route Stacking)

Melt multiple Trade Routes. Norway–London gives +1G per other Route. With 3 Routes melted, the combo generates 3+ passive Glory/turn. Add Opium Clipper for +1C per Route. Expensive but powerful.

4. Yakhchal Dream (Big Melt)

Rush to 7 Crowns, buy Yakhchal, melt it. Unlimited slots + Glory scaling with total melted cards (+1G per 3 melted). The more you melt, the more Yakhchal pays. Combine with Sawdust Insulation for +3 extra slots and boosted Storage passives. Remember the Passive Glory Cap (5/turn) — excess converts to Crowns, so keep buying and playing cards to score beyond the cap.

5. Disruption (Targeted Warm Winters)

Warm Winters are now one-shot — 3–4 copies total, then gone. Each skips opponents’ passive income for a turn. Time them for maximum impact: when an opponent’s engine is peaking (near the Passive Glory Cap), skipping their Collect phase denies 5+ Glory. Combine with Contracts for protection on your own passives. Disruption is a supplement to your engine, not a strategy by itself.

6. Contract Hoarder (Glory via Contracts)

Follow aggressively (3–4P) or leverage Rival’s Shadow (2P), melt aggressively, save Contracts. Convert 4 Contracts to 1 Glory. With Baltazar Ushca melted (requires Workers for full value), conversion is 3:1. The math works: at ~3 Contracts/turn from melts + Follows/Shadow, you convert ~1–2 Glory/turn — competitive with passive income, and bypasses the Passive Glory Cap since it’s spent during your turn, not collected. The Contract path is the most flexible — pivot to Extra Melts or Draw Bonuses as needed.

20. FAQ

Can I melt a card I just bought?

No. Bought cards go to Discard Pile, not hand. You can only melt cards from your hand.

Can I melt a card I didn't play?

Yes. Keep cards in hand specifically to melt them.

Demolishing a slot-expanding card?

You lose the slots. If this puts you over capacity, you choose which additional cards to demolish until legal.

Yakhchal + Sawdust Insulation — do they overlap?

They serve different purposes now. Sawdust Insulation boosts melted Storage cards (+1 extra primary output each). Yakhchal gives +1 Glory/turn per 3 melted cards total. They stack naturally — Sawdust Insulation improves individual Storage passives, while Yakhchal rewards having many melted cards of any type.

Can I have multiples of the same card melted?

Yes. Two melted Horse Teams give +6 Crowns/turn. They stack.

How do Wild cards work with types?

When you play or melt a Wild card, declare one type (Worker, Tool, Storage, or Trade Route). It counts as that type for all purposes — triggering passives, counting for effects like Sherbet Road, everything. Once melted, mark the chosen type. This is a permanent choice for melted Wilds. Choose wisely: “Do I melt this as a Trade Route for Norway–London, or as Storage for Sawdust Insulation?”

When do I spend Contracts?

Only during your own turn, during any phase. Reveal and return Contracts before the relevant action (e.g., return 3 Contracts for Extra Melt during your Melt phase).

Follow + Contracts at 2 players?

No Follow at 2 players. Instead, use Rival’s Shadow: at the end of your opponent’s turn, if they played 3+ cards, draw 1 Contract. Combined with melting income (~2/turn), this brings your Contract income to ~3/turn — enough to make spending options viable.

Conveyor Belt: melt from discard?

Yes. The melted Conveyor lets you take a card from your discard pile, flip it to the Melted side, and place it in your Ice House. This counts toward your Melt Limit. You still draw 1 Contract.

Baltazar Ushca: melt up to 3?

When played, melt up to 3 cards from your hand. Each draws 1 Contract and triggers any “when you melt” effects (e.g., Sawdust Bag gives +1 Crown per card melted). Your hand will be small for the rest of the turn — plan accordingly. Melted Baltazar gives +1 Glory/turn per melted Worker and improves Contract-to-Glory conversion to 3:1. Best in a Worker-heavy build.

Buy an Event and play it same turn?

Yes. Events go to your hand when bought. You may play them immediately after buying — this is an exception to normal phase order. You may also save them for a future turn.

Protect (4 Contracts) vs. Warm Winter / Ice Famine?

Protect prevents negative effects from opponents’ cards AND Chronicle effects. Against Warm Winter: protected players’ passives produce normally next Collect (the skip is negated). Against Ice Famine: protected players keep their Glory but still must choose to demolish a melted card if that’s their choice (that’s not a negative effect, it’s an alternative to Glory loss).

21. Component Summary

ComponentQuantity
Starting deck cards (7 Farmhand, 4 Ice Cutter, 3 Snow Shovel, 1 Apprentice)15 × N players
Base Market: Tier 1 (4 types)4–6 each
Base Market: Tier 2 (5 types)3–5 each
Base Market: Tier 3 (4 types)3–5 each
Base Market: Tier 4 (4 types)2–3 each
Base Market: Legendary (2 types)1–2 each
Draw Bonus cards (6 types)2–5 each
Era I: Ancient (4 types)2–3 each
Era II: Medieval (4 types)2–3 each
Era III: Age of Trade (4 types)2–3 each
Era IV: Industrial (4 types)2–3 each
Era V: Twilight (4 types)2–3 each
Events: Warm Winter + Saltpetre3–4 each
Chronicle Cards (12 unique)1 each
Contract cards30
Glory trackingPer player
This rulebook1
Approximate totals (4-player configuration): ~200 double-sided cards, 30 Contract cards, 12 Chronicle cards, this rulebook.

Historical dedication: Every card in this game is rooted in real history. Frederic Tudor really shipped ice to Calcutta. Baltazar Ushca really climbed Mount Chimborazo twice a week for 50 years. The Yakhchal really does still stand in Yazd Province after 2,500 years. This game is a love letter to the forgotten people and machines that kept the world cool.