You lead a great house raising five towers of projects. Each round reveals public Veilturn, opens a public mask row, deals cards to everyone, and then runs player turns in seat rotation.
9 rounds. Build the most impressive set of projects you can, claiming contracts as you go. A tower is crowned when its live top costs 6 or more — height alone does not crown it — and the first house to end a turn holding two crowns takes 3 points. Play continues to the end regardless. Score every printed point in every tower, buried ones included, plus End of Game effects and bonuses. Highest total wins, and it is not always the tallest table.
Public information. Veilturn, the hiring row, mask powers, prices, pots, quality, and turn order are visible. Hands stay private.
1 · Veilturn: deal one face-up. It hits every seat alike, and takes effect once hiring closes.
2 · Hire: weakest board picks first. The leftmost free mask costs nothing; passing one over costs 2 coins, which stays on it as a pot for whoever takes it.
3 · Deal: everyone draws at once, knowing the round and their masks.
4 · Turns: in seat rotation, one turn per mask you hold.
At round end, every unclaimed contract gains value.
All 100 project cards play every game. Each suit keeps its own strategic identity.
Every rung fires on the way up, so climbing Arms is attacking and nothing is wasted when you build over it. The tradeoff is a house that lives on tempo and a poor table.
Planning masks and foundries protect your options, answer interference, and reward careful timing. This suit adapts without specializing in raw income or points.
Invest now to earn more across later rounds. A slow start can fund expensive projects and turn spare coins into endgame value.
Long-horizon projects reward a stable, varied house. They support balanced strategies and grow stronger when given time.
Your builds stand in front of you. Each tower plays its top card only.
The live top. The only card whose ability is playing. At cost 6 or more it is a crown.
The strips, above the rules text
Fires once, then it is spent.
Works only while this card is live.
Keeps working under other cards.
Buried cards. Their abilities stop. Their printed points still score.
5 towers at once, 6 with the Farhold mask. Height is capped only by the cost ladder.
Empty ground counts as cost 0, so a plot opens with anything up to 3. This one opens at 3.
Burying slides a cheaper card of the same suit underneath for half its printed cost — 1 coin. The top keeps playing.
A dearer card of the same suit lands on top: 3 to 6 is the steepest climb allowed (+3). The old top is buried.
Selling the top returns its full printed cost — 6 coins — and the card beneath it resurfaces and plays again.
What the ladder allows
When the masks are picked, everyone draws — then turns begin.
Demands. When a demand mask reveals, every other player answers it: pay, or take what it costs you. Payment goes to the mask holder.
or lose one build action on your next turn.
or hand over a card of your choice. An empty hand costs you nothing.
or lose one build-above on your next turn.
Each carries its own allowance, shown in brackets.
Build Project 2 per turn — Start a new tower, or add to one you already have — above the live top, or buried below it. A mask discounts builds of its own suit by 1 coin, once however many of that suit you hold, and no price falls under 1.
Sell Project 1 per turn — Take a tower’s top project for its full printed cost. The card beneath is uncovered and triggers again, as if you had just built it. You cannot sell a project you placed this turn. Costs you no build action.
Cycle Card 1 per turn — Discard a card from hand and draw a replacement, at any table size.
Sell Card 1 per round — Discard a card from hand for 2 coins.
Four players reveal Veilturn, then open a 7-mask hiring row. Ana has the lowest live quality, so she hires first.
Free left edge: Ana hires Farhold from the leftmost available slot for free.
Skipping costs: Bo takes Iron Watch with two available masks to its left. He pays 4 coins, placing 2 on each skipped mask. If Iron Watch already carried a pot, Bo collects it now.
Close hiring: recalculate the lowest-quality eligible seat after every pick. Hired masks leave the row. Unhired masks and their pots stay face-up in order. Refill from the mask deck next round, and shuffle the hired masks only when that deck is empty.
Settle Veilturn: if someone hired Bellmouth, that player may double or cancel the revealed event for themselves. It applies as dealt to everyone else.
Batch deal: Ana’s and Bo’s masks add their printed draw pips to the table’s deal. Everyone receives the full deal before the first turn.
Seat rotation: turns now follow the seats from First Seat. Ana takes hers: income first, then her 2 build actions.
A demand lands: Bo starts his turn, and Iron Watch opens before he does anything else. Ana and every other active seat each answer it, one at a time.
Answering it: Ana pays the 2 coins, which go to Bo. Cass is short, so she takes the loss instead — one build action fewer on her own next turn. Only then does Bo’s turn open.
Reveal Veilturn face-up before the hiring row opens. It stays public while the table hires.
Bellmouth changes Veilturn for its holder only after hiring closes, so everyone hires with the same public information.
Veilturn and project effects stack normally. When a card face contradicts a general rule, the card face wins.
Shuffle all 12 masks once. Reveal until the row holds the smaller of 12 or this round’s hires + 3.
| Players | Hires and row |
|---|---|
| 2–3 | Two masks per seat; row = hires + 3 |
| 4–8 | One mask per seat; row = hires + 3 |
Cheap choices stay left. Expensive choices fund the masks everyone passed.
Falling behind buys position: the lowest live quality chooses first, so the leader hires from what the table leaves — and every skip fee you pay lands in a pot a rival may collect.
One is dealt face-up before hiring. It settles after hiring closes, when Bellmouth may double or cancel it for its holder.
9 sampled from 14; one per round, with no repeats. The game ends after round 9.
If Bellmouth was hired, its holder may double or cancel Veilturn for themselves. It applies as dealt to everyone else.
It applies to every seat for the whole round. Only Bellmouth’s holder may change their own treatment.
The public row holds 2 at 2 players, 3 at 3–4, 4 at 5+ — always in play.
Four piles founded.
A live crown.
A pile holding four printed costs in a row.
Declare a claim on your own turn once its condition is true. No gold, no build action. First claimant only — it leaves the row for good, plus 2 coins from the bank.
Every unclaimed contract gains +1 value at each round’s end, capped at 5 (Tier I), 5 (Tier II), or 6 (Tier III).
The row refills at round end too. Tier II contracts start appearing from round 4, Tier III from round 7.
Draw pips feed the deal. Suit discounts that suit’s builds by 1 coin. Powers last for the round.
| Mask | Draw | Suit | Power |
|---|---|---|---|
| Farhold | +0 | Arms | Your turn: build on a sixth plot. It stays after the turn ends.WANTED: someone to stand where the map stops. Bring your own fence. The ground you hold, you keep. |
| Wallbane | +1 | Arms | Every rival: pay 3 coins to bank, or skip a build next turn.WANTED: a wrecking foreman. Every rival’s climb waits today, or pays the hazard fee. |
| Spadelight | +2 | Arms | Once per turn: pull the top buried card of one pile into hand.WANTED: a hand for what the Veil gives back. Lantern supplied. Bring it up before it sinks again. |
| Twinhammer | +0 | Works | +1 build action this turn.WANTED: two arms, one wage. The city is due tomorrow and the scaffold is not. |
| Iron Watch | +1 | Works | Every rival: pay 2 coins to bank, or lose a build action next turn.WANTED: a wall with eyes. Every site stops at your palm, unless its fee arrives first. |
| Borrowed Face | +1 | Works | Once per turn: build in a different suit without paying the extra 2 coins.WANTED: a face for every guild. Bring the wrong fitting. Leave with the right permit. |
| Highcut | +0 | Trade | After the deal: choose high or low. Everyone cycles a random card at that cost extreme. You may do this twice.WANTED: a hand to cut high or low. One call turns over every purse at the table. |
| Open Hand | +1 | Trade | Every rival: pay 2 coins to bank, or give you a card.WANTED: collections agent. Coin or goods accepted. Debtor’s choice. Straight face required. |
| Gilded Throat | +1 | Trade | Sell: may target a buried card instead of the top one.POSITION FILLED. Applications accepted anyway. We sell what lies beneath the lot, not what sits on top. |
| Thousandface | +0 | Commons | On reveal: copy any other hired mask (not Bellmouth, not another Thousandface).POSITION UNSPECIFIED. Stand near someone already hired. |
| Bellmouth | +1 | Commons | Close of hiring: double or cancel this round’s event for yourself.WANTED: a mouth for the morning news. Say it twice, or do not say it at all. |
| Beggar’s Crown | +2 | Commons | Once per turn: take the discard’s top card into hand.WANTED: first claim on what the city threw away. Thin coat preferred. Generous terms. |
Demands reach every other active seat. Each rival decides separately whether to pay or accept that mask’s alternative cost.
Sample 9 Veilturn cards from the 14-card almanac to form the game clock. Deal one each round. After round 9, score the game. Every active seat receives the same number of turns.
Score = every printed victory point in every tower, including buried cards, + End of Game effects and bonuses. End of Game effects resolve from anywhere in a tower, even when buried. One-point filler doesn’t qualify a suit for the balanced-build bonus.
Standing Contracts: a claim banks the contract’s current value as score. Tier I 2–5, Tier II 3–5, Tier III 4–6.
Buried projects still score their printed points and End of Game effects.
Ties break by: total points, then quality, then remaining coins.
1 · Reveal Veilturn and hire masks
2 · Deal cards to everyone from the hired masks’ draw pips
3 · Take one turn per mask in seat rotation: +1 coin and income, then up to 2 project placements
At 2–3 players everyone hires 2 masks. Both share your coins, hand, and tableau.
Both masks are public, so every player can read the full pair of powers and draw pips.
At two or three players, every mask grants a complete turn. Basal gold and live project income pay on both turns.
Every contract’s condition reads only public board or purse state — piles, live tops, and gold on hand. Claim it on your own turn the moment the condition is true.
| Tier | Standing Contracts | Requirement |
|---|---|---|
| Tier I8 Standing Contracts | Cellar Contract | A pile three cards deep. |
| Groundbreakers Wanted | Four piles founded. | |
| Matching Trades | Three live tops sharing a suit. | |
| Arms Levy | Three Arms cards in your piles. | |
| Works Levy | Three Works cards in your piles. | |
| Trade Levy | Three Trade cards in your piles. | |
| Commons Levy | Three Commons cards in your piles. | |
| Fair-Weather Reserve | Hold 8 coins on your turn. |
| Tier | Standing Contracts | Requirement |
|---|---|---|
| Tier II10 Standing Contracts | Foundation Contract | A pile five cards deep. |
| Overnight Riser | A crown atop a cost-one foundation. | |
| Five Plots Cleared | Five piles founded. | |
| Every Quarter Answers | A live top in every suit. | |
| Arms Muster | Four Arms cards in your piles. | |
| Works Muster | Four Works cards in your piles. | |
| Trade Muster | Four Trade cards in your piles. | |
| Commons Muster | Four Commons cards in your piles. | |
| Capstone Wanted | A live crown. | |
| Storm Reserve | Hold 12 coins on your turn. | |
| Tier III6 Standing Contracts | Bedrock Contract | A pile six cards deep. |
| Ledger in Order | A pile holding four printed costs in a row. | |
| Sixth Plot Contract | Six piles founded. | |
| Guild in Lockstep | Four live tops sharing a suit. | |
| Twin Capstones | A crown in two different suits. | |
| Siege Reserve | Hold 15 coins on your turn. |
Claiming: free, declared on your own turn, first claimant only. The claim banks the contract’s current value as score and pays a flat gold rider on top.
Quick definitions for the table. Card faces and event cards remain authoritative whenever a specific effect changes a general rule.
| Hiring Row | The public mask row. Keep unhired masks face-up in order, then reveal from the mask deck until the row holds the smaller of 12 or this round’s hires + 3. |
| Mask | A public round power. Its draw pips feed the table’s deal, its suit discounts matching builds by 1 coin, and it grants one turn. |
| Demand | Wallbane, Iron Watch, and Open Hand ask every other active seat to pay their holder or give something up. Each rival answers separately. |
| Sell Project | Once per turn, remove the top project from one tower for its full printed cost, minimum 1 coin. The project beneath resurfaces. You may Build its replacement this turn. |
| Deal | When the masks are picked, everyone draws — then turns begin. |
| Recover | Move the indicated card from one of your towers to your hand. Recovering is not drawing. |
| First Seat | The anchor for seat rotation and hiring tie-breaks. |
| Round | Reveal Veilturn, hire masks, deal cards to everyone, then take turns in seat rotation. |
| Turn Start | The start of each turn you take. Income pays, then your mask’s start-of-turn power and card effects resolve. |
| Tower | One plot’s stack of projects. Only its live top supplies Ongoing text and quality; buried cards keep printed points and Victory effects. |
| Quality | The printed cost of your live tops across five plots. |
| Build Project | Build a project on an empty plot or above a cheaper tower top. Bury it below a dearer top of the same suit. A Build may rise by at most 3 printed cost; an empty plot counts as 0. Starting a tower and a same-suit Build use the card’s printed price as their base; Bury pays half the printed price, rounded down. A different-suit Build adds 2 coins. |
| Crowned | A tower whose live top costs 6 or more. A summit must be built onto an existing tower. |
| Sell Card | Once per round, discard a hand card for 2 coins. |
| Veilturn | The public round event. Reveal it before hiring; after hiring closes, Bellmouth may double or cancel it for its holder only. |
| Grand Ascension | The first seat to end a turn with two live crowns gains 3 points. The event clock continues. |
| Action | Resolves when the project is built, then it is finished. |
| Ongoing | Works only while the project is the live face of its tower. |
| Victory | Scores at game end from anywhere in its tower. |
| Attack / Reaction | Optional modifiers: an Attack affects a rival; a Reaction answers another effect. |
| Standing Contracts | A public Standing Contract listing; claim it free on your turn once its condition is true for 2 coins plus its current value (2–6, higher tiers unlocking in later rounds) |