What's new

v3 10 Oct 2026

  • You can now also win by holding 75% of the map's territories at the end of a round.
  • The opening deal now spreads out bonus regions. Nobody starts with all, or all but one, of a region.
  • Fortresses don't draw cards anymore.
  • The gold cap without a fortress is 7 (was 5). Upgrading barracks to a fortress costs 7 gold (was 8), so you can always rebuild after losing every fortress.
  • Cards now come in three tiers. Capture at least one territory in a round to draw a card. Its tier depends on how many enemy troops your attacks destroyed that round:
    • 1-5 troops: tier 1
    • 6-14 troops: tier 2
    • 15 or more: tier 3
  • New cards:
    • Tier 1: Field Camp, Tithe
    • Tier 2: Bounty, Pincer
    • Tier 3: Sanctuary, Blitz, Siege Engines, Call to Arms, War Chest, Grand Raid, Command, Ceasefire, Griffin Riders, Spoils of War
  • Requisition is now played from your hand, not on a territory.
  • Raid costs 2 gold (was 1). Fortify costs 1 (was 2).
  • Withdraw takes any threshold, not just up to 3.
  • Supports now stack. Every Support in a battle adds its own dice, not just one per side.
  • New map: Riverfork.
  • Beasts: neutrals that fight as one body, such as trolls and dragons.
    • Your attack kills nothing unless it kills the whole beast. Then all of its troops count as kills.
    • A beast that lives through the round heals back to full.
  • Some territories now have their own bonus, shown on the board. It adds to (or takes from) your income each round you hold it.

Realmfall is a game of conquest planned in secret. Each round, everyone spends gold on troops and orders, then locks their plan. When the last player locks, all plans are revealed and play out together. Talk, scheme and ally as you like. Nothing is binding.

Objective

Lose your last territory and you're out. Last player standing wins. Hold 75% of the map's land territories at the end of a round and you win at once. Neutral territories count toward the total. The target is shown next to each player's territory count.

You can concede from the menu. Your troops stay on the board, your cards go back into the deck and your gold is lost. You can keep watching, but you can't play.

Fortress Draft

First, territories are dealt evenly at random, with 1 troop on each. No player starts with all, or all but one, of a region that pays a bonus, unless the region is too small to share out.

Then each player places a fortress on one of their territories, one at a time, in reverse seat order. The last to pick goes first in the game. No two fortresses can be within 3 steps of each other, unless a player has no valid spot left.

  • Some maps have neutral territories, held by bandits and the like. They aren't dealt, never move and give no orders, but they defend. A region with one pays no bonus until it is cleared. Taking one counts as a capture.
  • Some neutrals are beasts: trolls and dragons on land, krakens and sea serpents at sea. They are drawn as their own figure ringed in brass. Kill all of a beast in one round or it heals to full when the round ends. Attacks from several players in the same round add up. Only the attack that kills a beast counts toward your card tier, and it counts the beast's full strength.

Initial Deployment

Each player secretly places their free starting troops on territories they hold, then locks. Unplaced troops are lost. All deployments are revealed together, then Round 1 begins.

Gold

Gold buys troops and some orders. Unspent gold carries over.

You start with no gold. Your first income comes at the start of Round 1.

You can hold 7 gold, plus 5 per fortress. Gold over the cap is lost.

  • Orders are paid for when the round resolves, even if they fail.
Troop 1 gold From Round 1, troops can only be placed on a fortress or barracks you hold, unless a card says otherwise.

Income

Each round you earn 1 gold per territory for your first 5, then 1 gold for every 3 more.

  • Hold every territory in a region to earn its bonus. Regions are outlined on the map. Turn on Regions in the menu to see each bonus.
  • Some territories, such as mountains and marshes, pay their own bonus, shown in brackets after the name.
  • Bonuses can be negative, but income is never below 0.

Structures

Build orders put up buildings on territories you hold. Capturing a territory destroys its building.

Fortress 7 gold
  • Troops may be placed here
  • Defenders roll 1 extra die on rolls 1-3 of every battle here
  • Holds 5 more gold
  • Founded in the draft
  • Upgraded from a barracks
Barracks 4 gold
  • Troops may be placed here
Camp
  • Troops may be placed here
  • Removed 3 rounds after it is built
  • Only built by a Field Camp card

Planning & Locking

Each round you secretly choose troops to buy and orders to give, both paid from the same gold. You can change your plan until you lock it.

  • You can see each opponent's gold, but not how they spend it.
  • When the last player locks, all plans are revealed and the round resolves.

Orders

Each round you get a fresh set of order slots. You don't have to use them all. Each order is given to one territory, and each territory takes one order per round.

Only Moves send troops. One Move can go to any number of adjacent territories you hold, plus at most 1 you don't, each with its own troop count and retreat threshold.

  • Deploy is listed with the orders but isn't one. It buys troops, has no limit, and doesn't use a territory's order.
Move 3 slots 0 gold Send troops to adjacent territories: any number you hold, plus at most 1 you don't hold when you give the order. Each destination has its own max troops and retreat threshold, where the attack stops. Destinations go in the order you set, each taking the troops left, so a later one may get none. 1 troop always stays behind. Moving into your own territory is a transfer; otherwise it is an attack.
  • Moves can chain. Move into a territory, then give a second Move from it, even before you hold it. Your Moves go one per turn, in the order of your plan, so the second goes after the first has landed. If the first fails, the second is skipped.
Defend 2 slots 0 gold Your troops there roll 1 extra die on rolls 1-2 of every battle. Lasts all round while you hold the territory.
Support 1 slot 0 gold Give 1 extra die to 1 player in 1 adjacent territory, for their first battle there, attacking or defending. The more troops your territory holds when the battle starts, the more rolls it covers. Losing troops first weakens it, and losing the territory ends it. Every Support in a battle adds its own dice.
  • 1-3 troops — 1 roll
  • 4-6 troops — 2 rolls
  • 7 or more troops — 3 rolls
Build 1 slot 4-7 gold In a territory you hold, build a barracks on empty ground for 4 gold, or upgrade a barracks to a fortress for 7 gold. It is built after all battles if you still hold the territory. The gold is spent either way.

Cards

Capture at least one territory in a round to draw a card. You can hold up to 4, and a full hand draws nothing. You can discard cards while you plan.

Each card is an extra order on top of your slots. It is used up when played.

Your card's tier depends on how many enemy troops your attacks killed that round, won or lost. Kills while defending don't count.

Up to 5 troops: Tier 1

6-14 troops: Tier 2

15 or more troops: Tier 3

  • A Move card goes to one territory only.
  • Lasting cards (Levy, Palisade) stay on their territory across rounds. They end if the territory is captured or you give another order there. A Raid also ends a Levy.
  • Some cards are played from your hand rather than on a territory. They use no territory's order.
  • Everyone sees that you drew, and which tier, but not which card.
  • Each tier has its own deck. When a deck runs out, its discards are shuffled back in. If a tier's deck and discards are both empty, you draw from the tier below.

Tier 1 (26 cards)

Assault 4 in deck 0 gold Send troops into 1 adjacent territory. Your attackers roll 1 extra die on rolls 1-2 of the battle.
Mass Muster 4 in deck 1 gold Add 3 troops to that territory after all battles.
Second Wind 2 in deck 0 gold Send troops into 1 adjacent territory. If it captures, 2 more troops join.
Levy 2 in deck 1 gold Add 1 troop to that territory this round and each of the next 3 rounds. Ends early if the territory is captured or raided, or you give another order there.
Ambush 2 in deck 0 gold Pick 1 player and 1 adjacent territory. The first time they defend there this round, the attacker rolls 1 fewer die on rolls 1-2, never fewer than 1.
Withdraw 2 in deck 0 gold Pick an adjacent territory you hold and a number of 1 or more. When a battle drops your troops to that number, they retreat there and the attacker takes the territory. Only works while you hold both territories. Troops lost to Siege Engines before a battle do not trigger it.
Requisition 2 in deck 0 gold Gain 3 gold to spend this round. You draw no card this round.
Strong Support 2 in deck 0 gold Give 1 extra die to 1 player in 1 adjacent territory, for their first battle there.
  • 1-3 troops — 2 rolls
  • 4-6 troops — 3 rolls
  • 7 or more troops — 4 rolls
Fortify 2 in deck 1 gold Your troops there roll 1 extra die on every roll of every battle.
Field Camp 2 in deck 0 gold Build a camp on empty ground in a territory you hold. It is built after all battles if you still hold the territory. For the next 3 rounds, troops may be placed there. Then it is removed. Capturing the territory destroys it.
Tithe 2 in deck 0 gold After all battles, gain 1 gold for each territory you captured this round.

Tier 2 (18 cards)

Raid 4 in deck 2 gold Cancel all orders from 1 adjacent territory this round, before anything else resolves. Ends a Levy there, but not a Palisade.
Vanguard 2 in deck 2 gold Send troops into 1 adjacent territory. Your attackers roll 1 extra die on every roll of the battle.
Feint 2 in deck 1 gold Send troops into 1 adjacent territory. It goes before all other moves this round.
Palisade 2 in deck 2 gold Stays until the territory is attacked. That round, your troops there roll 1 extra die on every roll of every battle, then it ends. Ends early if the territory is captured or you give another order there. Raids don't trigger or end it.
Mercenaries 2 in deck 2 gold Add 3 troops to that territory before any battle.
Rally 2 in deck 1 gold After all battles, add 1 troop to that territory for each adjacent territory you hold, at most 4.
Bounty 2 in deck 1 gold Pick 1 player. This round, each of their troops destroyed by your attacks counts as 2 for your card tier. It does not change Spoils of War.
Pincer 2 in deck 1 gold Pick 1 enemy territory. If 2 or more of your Moves attack it this round, all of those attacks roll 1 extra die on every roll. Two Moves from a Command count as 2 Moves.

Tier 3 (10 cards)

Sanctuary 1 in deck 2 gold 1 territory you hold cannot be attacked this round.
Blitz 1 in deck 1 gold Send troops into 1 adjacent territory. If it captures, the survivors may attack 1 more territory next to it.
Siege Engines 1 in deck 2 gold Send troops into 1 adjacent territory. Before the battle, the defender loses 3 troops. At least 1 troop stays. A Withdraw does not fire on these losses. The defender gets no extra dice from fortress, Defend, Fortify or Palisade.
Call to Arms 1 in deck 0 gold This round, you may buy troops on any territory you hold.
War Chest 1 in deck 0 gold Gain 6 extra gold for this round only. It is spent before your own gold and can take you over your gold cap. Any of this 6 gold you don't spend is lost. You draw no card this round.
Grand Raid 1 in deck 3 gold Pick 1 player. Cancel all their orders from territories next to yours this round, before anything else resolves.
Command 1 in deck 1 gold Give 2 orders to 1 territory this round, even a territory you don't hold yet. Both can be Moves, to one destination or two, and the second uses the troops the first left. Two Defends or two Supports stack: each adds its own dice.
Ceasefire 1 in deck 2 gold Pick 1 player. Next round, neither of you can attack the other. Supports are still allowed. Everyone sees this card when the round resolves.
Griffin Riders 1 in deck 1 gold After all battles, move up to 8 troops from 1 territory you hold to any other territory you hold, anywhere on the map. 1 troop always stays behind.
Spoils of War 1 in deck 0 gold After all battles, add 1 troop to that territory for each 3 enemy troops your attacks destroyed this round, at most 5.

Resolution Order

Raids go first and cancel every order from the territories they hit. Next, lasting cards take effect and early troops arrive. Then Defends and Supports are set up and Feints march. Then Moves take turns: everyone's first Move in initiative order, then everyone's second, and so on. Musters and Builds come last. Each round, initiative passes to the next player still in the game.

A Move's destinations all march on the same turn, in the order you set, each taking the troops the source has left. Put the most important one first.

  • The number on each player's HUD chip is their initiative this round. Players out of the game sit at the bottom with a dash.
  • Orders use the board as it is when they resolve. If a territory changes hands, your order may do something different.
  • A Move from a territory you don't hold is skipped. If there are fewer troops than requested, fewer are sent, possibly none.

Combat & Retreat

Moving into a territory you don't hold starts a battle. The attacker rolls up to 3 dice, the defender up to 2. Extra dice from a Defend, Support, card or building are rolled too, then the lowest are dropped back to the normal count. Dice pair highest against highest. Each pair's lower die loses a troop, and ties go to the defender.

  • The battle goes on until the defender is wiped out or your force drops to its retreat threshold.
  • If you capture the territory, your survivors move in. Its building is destroyed and any lasting card on it ends.
  • If you retreat, survivors return home.