Teach a new player in 3 minutes. Read this, then play.
Be first to reach the Glory target: 20 / 22 / 25 (2P / 3P / 4P).
Check at end of your turn. First past the line wins.
Every card is double-sided. The blue side is Frozen (play from hand). The cream side is Melted (permanent passive in your Ice House).
Melting a card = transforming it. You don't lose the card — it becomes a permanent upgrade. Your deck shrinks. Your empire grows.
Many melted passives trigger off specific types. Wild cards count as all types (but only 1 for counting).
Collect: Gain resources from all melted passives.
Draw: Draw 5 cards (+Draw Bonus, max +3). Shuffle discard if deck empty.
Play: Play any/all cards from hand. Resolve Frozen effects. Crowns are temporary.
Buy: Buy 1 card from Market (pay Crowns). Goes to discard. Events (cost 0) go to hand and can be played immediately.
Melt: Flip up to 2 cards from hand to Melted side. Place in Ice House. Draw 1 Contract per card melted.
Cleanup: Discard hand. Lose unspent Crowns. Contracts are held in your hand as cards.
When another player plays a card, you may discard 1 card from your hand. Draw 1 Contract. Once per card played. No Follow at 2P.
Lowest Glory player gains +1 Crown and Draw +1 at start of each round. Self-correcting.
Everything you need to set up and run the game.
15 cards total. You'll draw 5 per turn, so ~3 turns to see your whole deck.
At 4P, all players Collect and Draw simultaneously. Then Play+Buy+Melt one at a time. Saves ~5 minutes.
Draw Bonus: Ice Plow (2), Calked Horseshoes (3), Ice Chisel (4), Branike Ledarny (5), Master Surveyor (5), Wenham Lake Ice (7)
(2P / 3P / 4P)
Events cost 0, go to hand when bought, can be played immediately, cannot be melted.
Ends when a player reaches the Glory target at end of their turn. That player wins.
Ties: Fewest total cards (deck + discard) wins. Still tied? Most Contracts wins.
Market empty: Game ends at end of round. Highest Glory wins.