1. Game Overview
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.
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
4 Players: Simultaneous Collect & Draw
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
Earning Contracts
| Source | Contracts | When |
|---|---|---|
| Melt a card | Draw 1 per card melted | Your Melt phase |
| Follow another player's card | Draw 1 per Follow | Another player's turn |
| Certain melted passives | Draw 1–2/turn | Your Collect phase |
| Certain card effects | Varies | When 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)
| Cost | Action | Limit |
|---|---|---|
| 4 Contracts | +1 Glory | Repeatable |
| 3 Contracts | Melt +1 extra card this turn | Once per turn |
| 3 Contracts | Draw +1 this turn (draw 6, keep 5) | Once per turn |
| 2 Contracts | -1 Crown cost on your next buy | Once per turn |
| 4 Contracts | Protected from Glory loss until your next turn | Once 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)
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
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
| Card | Type | Frozen | Melted (Passive) |
|---|---|---|---|
| Ledari | Worker | +1 Crown, Draw +1 this turn | Draw +1 (permanent) |
| Pike Pole | Tool | +2 Crowns | +1 Crown per melted Trade Route |
| Ice Saw | Tool | +1 Crown, +1 Glory | +1 Glory each time you play a Worker |
| Channel Marker | Tool | +1 Crown, peek top 2, rearrange | Start of turn: peek at top card, keep or move to bottom |
Tier 2 — Cost 3
| Card | Type | Frozen | Melted (Passive) |
|---|---|---|---|
| Breaking Bar | Worker | +2 Crowns. +1 Glory if 3+ cards in hand after playing. | +1 Crown/turn, +1 Glory/turn |
| Horse-Drawn Sled | Tool | +2 Crowns | +2 Crowns/turn |
| Ice Tongs | Tool | +1 Crown, Melt +1 this turn | Melt Limit becomes 3 |
| Sawdust Bag | Storage | +1 Crown, +1 Glory, shed 1 free, draw 1 Contract | When you melt a card: +1 Crown. Draw 1 extra Contract per card melted. |
| Small Ice House | Storage | +1 Crown. When melted: +2 slots. | +2 slots. Melted cards protected from Ice Famine (cannot be forced to demolish). |
Tier 3 — Cost 4
| Card | Type | Frozen | Melted (Passive) |
|---|---|---|---|
| Wyeth's Plow | Tool | +2 Crowns. Buy 2 cards this turn. | All Market cards cost 1 less (min 1). |
| Ice Elevator | Tool | +1 Crown. Trash 1 card from discard. | Once/turn: return a melted card to discard (Frozen side up). Frees a slot. |
| Horse Team | Worker | +3 Crowns | +3 Crowns/turn |
| Brewery Contract | Trade Route | +1 Crown, +2 Glory | +2 Glory/turn |
Tier 4 — Cost 5–6
| Card | Cost | Type | Frozen | Melted (Passive) |
|---|---|---|---|---|
| Norway–London Route | 5 | Trade Route | +2 Glory. +1 Glory per card in Ice House. | +1 Glory/turn per other melted Trade Route. |
| Tudor's Fleet | 6 | Wild | +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 Insulation | 6 | Storage | +2 Crowns. Melt +2 additional this turn. | +3 slots. Each melted Storage card produces +1 extra primary output. |
| Knickerbocker Co. | 5 | Trade Route | +3 Crowns, +2 Glory | +2 Crowns/turn, +1 Glory/turn |
Legendary — Cost 7–8
| Card | Cost | Type | Frozen | Melted (Passive) |
|---|---|---|---|---|
| Tudor's Empire | 8 | Wild | +3 Glory. Melt up to 4 cards this turn. | +2 Glory/turn. Melt Limit becomes 4. |
| Yakhchal | 7 | Storage | +5 Glory | Unlimited 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.
| Card | Cost | Frozen | Melted (Passive) |
|---|---|---|---|
| Ice Plow | 2 | +2 Crowns | Draw +1 (Max Draw Bonus: +3 total) |
| Calked Horseshoes | 3 | +1 Crown, Draw +1 this turn only | Draw +1 (Max Draw Bonus: +3 total) |
| Ice Chisel | 4 | +1 Crown, +1 Glory, Draw +1 this turn only | Draw +1, +1 Glory/turn (Max Draw Bonus: +3 total) |
| Branike Ledarny | 5 | +2 Crowns, +2 Glory, Draw +2 this turn only | Draw +2, +3 Ice House slots (Max Draw Bonus: +3 total) |
| Master Surveyor | 5 | +2 Crowns, +1 Glory, Draw +1 this turn only | Draw +2 (Max Draw Bonus: +3 total) |
| Wenham Lake Ice | 7 | +3 Glory, Draw +2 this turn, opponents -1 Glory | Draw +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)
| Card | Cost | Type | Frozen | Melted |
|---|---|---|---|---|
| Ice Administrator | 2 | Worker | +1C. Sort top 2 of deck. | Draw +1, +1C/turn |
| Sarooj Mortar | 3 | Storage | +2C. +3G on melt. | +2 slots. Storage protected from opponents. |
| Seokbinggo | 2 | Storage | +1C, +1G, +1 slot on melt | +1 slot, +1G/turn, +1G per Storage melt |
| Radiative Cooling | 4 | Wild | +2C, +2G, melt +1 | Melt Limit +1, +1G/turn |
Era II Medieval (1191–1565)
| Card | Cost | Type | Frozen | Melted |
|---|---|---|---|---|
| Karci | 2 | Worker | +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 Road | 3 | Trade Route | +1C, +2G, +1G for 2+ types played | +1G/turn per different type in Ice House (max 5) |
| Pozos de Nieve | 4 | Storage | +1C, +3G, +2 slots on melt | +2 slots, +1G/turn per melted Storage |
| Ixhte Fibre | 3 | Tool | +1C, +1G. Name a type, peek at a hand. | +1C/turn, +1G when you play Storage |
Era III Age of Trade (1740–1833)
| Card | Cost | Type | Frozen | Melted |
|---|---|---|---|---|
| Tudor's Sawdust | 3 | Tool | +2C. Shuffle 1 card from discard into deck. | +2C/turn. Melted cards protected from events. |
| Fresh Pond Rights | 2 | Wild | +2C. +2G if you have fewest cards in deck. | +1C+1G/turn. Counts as any type. |
| Opium Clipper | 5 | Trade Route | +3C, +2G. Buy +1 card. | +2C+1G/turn. Melted Routes produce +1C. |
| Ice Girl | 2 | Worker | +2C. +1G if 2+ Workers played. | +2C/turn. +1G per Worker melt. |
Era IV Industrial (1857–1900)
| Card | Cost | Type | Frozen | Melted |
|---|---|---|---|---|
| Norwegian Fjord Ice | 3 | Trade Route | +2C, +1G. +2C if Storage melted. | +1C per melted Storage, +1G/turn |
| Conveyor Belt | 4 | Tool | +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 Trust | 3 | Trade Route | +1G. +1C per melted Route + per melted Tool. | +1C per melted Tool, +1G per melted Route. |
| Morse's Monopoly | 5 | Wild | +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)
| Card | Cost | Type | Frozen | Melted |
|---|---|---|---|---|
| Pykrete Formula | 3 | Tool | +1C, +1G. +3G if Storage also played. | +1G/turn. Cards can't be demolished. Storage passives +1G. |
| Last Ledar | 4 | Worker | +2C, +1G. Melt 2 from discard pile (counts toward Melt Limit). | +2G/turn. Once/turn: melt from discard (counts toward Melt Limit). |
| Baltazar Ushca | 5 | Wild | +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 Machine | 0 | Event | Trash 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.
| Event | Copies | Effect |
|---|---|---|
| Warm Winter | 3–4 | All opponents’ melted passives produce nothing during their next Collect phase (skip one round of passive income). Draw 2 Contracts. |
| Saltpetre Experiment | 3–4 | Trash 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).
Effect (1 Round)
Ancient Foundations. All players: Melt Limit +1. Each player who melts 2+ cards this round gains +2 Glory.
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.
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.
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.
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).
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.
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.
Effect (1 Round)
Deep Storage. All players: Melt Limit +1. Cards melted this round produce double passive output for 1 turn.
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.
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.
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.
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.
| Era | Period | Chronicles | Era Cards |
|---|---|---|---|
| I Ancient | 1750–500 BCE | I & II | Ice Administrator, Sarooj Mortar, Seokbinggo, Radiative Cooling |
| II Medieval | 1191–1565 | III & IV | Karci, Sherbet Road, Pozos de Nieve, Ixhte Fibre |
| III Age of Trade | 1740–1833 | V, VI, VII | Tudor's Sawdust, Fresh Pond Rights, Opium Clipper, Ice Girl |
| IV Industrial | 1857–1900 | VIII, IX, X | Norwegian Fjord Ice, Conveyor Belt, Soda Fountain Trust, Morse's Monopoly |
| V Twilight | 1943–1987 | XI & XII | Pykrete 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
| Rule | 2 Players | 3 Players | 4 Players |
|---|---|---|---|
| Glory target | 20 | 22 | 25 |
| Simultaneous Collect+Draw | No | No | Yes |
| Follow mechanism | Rival’s Shadow | Yes | Yes |
| Thaw Bonus (last place) | No | Yes | Yes |
| Chronicle frequency | Every round | Every round | Every 2 rounds |
| Era card duration | 1 round | 1 round | 2 rounds |
| Tier 1 copies (4 types) | 4 | 5 | 6 |
| Tier 2 copies (5 types) | 3 | 4 | 5 |
| Tier 4 copies | 2 | 3 | 3 |
| Legendary copies | 1 | 2 | 2 |
| Era card copies | 2 | 3 | 3 |
| Event copies | 3 | 4 | 4 |
| Est. playtime | 25 min | 35 min | 40 min |
| Est. turns per player | 10–12 | 10–12 | 10–12 |
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
| Component | Quantity |
|---|---|
| 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 + Saltpetre | 3–4 each |
| Chronicle Cards (12 unique) | 1 each |
| Contract cards | 30 |
| Glory tracking | Per player |
| This rulebook | 1 |
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.