Cinderfall 2210

Tutorial · version 1.0.0

How to begin

Open the game and the campaign panel appears. Choose how many houses take the field — 2 to 5 — and the doctrine the computer houses will play at: Cadet, Veteran or Ace. Press Open the campaign. You always take the first seat; the rest are played by the machine.

If you have a campaign in progress the panel also offers Resume the saved campaign. The Field manual button opens the full rules at any time.

Controls

ActionHow
Select one of your stacksClick or tap it
Choose a targetClick an adjacent enemy territory
Place automata (deploy)Click your territories; shift-click places five
Play a directiveClick the card on the rail, then its target if it needs one
Switch between Earth and LunaThe tabs at the top left of the board, or E / L
Advance the phaseThe button at the foot of the rail, or Space
Press an attackA, once a target is chosen
Clear a selectionEsc

Turn order

The campaign runs 5 years. Each year begins with a sealed bid: every house secretly commits energy for its place in the order of march. Bids are revealed together and the rail re-sorts into the queue for that year. The energy is spent whether or not you win the place you wanted.

The house that takes the first march also draws +2 automata that year. The last march acts after everyone else — which in year five means acting last before the ledger closes.

Each house then takes its march in order, through four phases:

  1. Commission — draw energy, hire marshals, raise Launch Spires, draw directives.
  2. Deploy — place your automata on ground you hold.
  3. Invade — attack adjacent territories.
  4. Manoeuvre — make one free movement along a chain of your own territories.

Movement

Automata move in two ways. In invade, winning an exchange that empties the defending territory lets you occupy it, moving as many automata forward as you like so long as one stays behind. In manoeuvre, you make a single free shift of any size between two of your own territories that are connected through territory you hold.

Three gates restrict where you may go at all:

GateWhat it takes
Seafloor trenchesA Deepwater Marshal in post
Ascent to LunaA Launch Spire (7E, on land you hold) and an Orbital Marshal; you may only land on the 4 marked landing sites
Descent from LunaThe Skyfall directive

Combat

The attacker rolls up to 3 dice and the defender up to 2, one die per automaton committed beyond the one that must stay home. Dice are matched highest against highest; the defender wins ties. Each loss removes one automaton.

A marshal present on the ground swaps one d6 for a d8 — but only in their own element. A Ground Marshal does nothing in a trench or on the Moon. Every exchange is itemised on the dice slip on the rail, with d8s ringed in gold and the winning dice picked out.

Scoring

The ledger closes at the end of year 5.

ItemPoints
Each territory held1
Each whole sector held+2
Each devastated territory held0

Devastated ground draws no energy, takes no reinforcement, scores nothing, and breaks the sector bonus around it. A warhead is as much a denial of someone else's sector as it is a killing blow.

Sectors and their bonuses. Holding every territory in a sector pays the bonus below in scoring, and adds 2E per sector to your yearly income.

SectorDomainTerritoriesBonus
Boreal RimLand8+5
Meridian ReachLand4+2
Old ContinentLand7+5
Sahelian BeltLand6+3
Great SteppeLand12+7
Austral ArcLand5+3
Atlantic TrenchesSeafloor3+3
Pacific TrenchesSeafloor3+3
Indo-Arctic DeepSeafloor2+2
Mare ImbriumLuna3+3
Mare SerenitatisLuna3+3
Mare NubiumLuna3+3
The FarsideLuna3+3

Winning

The house with the highest ledger at the close of year 5 takes the mandate. Ties are settled by ground held, then whole sectors, then territories taken over the campaign, then surviving energy, and only then by a draw.

Losing

You lose by finishing behind. A house that is driven off the board entirely is eliminated, but that is rare: the campaign is a race for the ledger, not a fight to the last automaton. Losing your last territory ends your campaign; the remaining houses play the mandate out.

Marshals

MarshalElementCommissionGrants
Ground MarshalLand only8EGround Marshal deck
Deepwater MarshalTrenches only8EDeepwater Marshal deck
Orbital MarshalLuna only8EOrbital Marshal deck
Ordnance MarshalAny domain9EOrdnance Marshal deck
EnvoyAny domain7EEnvoy deck

Every house begins with a Ground Marshal already in post, at no cost. A marshal occupies no place in a stack and is never picked off by a lost exchange — but a marshal is lost with the ground they stand on.

Saving and restarting

The campaign saves itself automatically after every action, in this browser only, under a single key. Close the tab and the campaign will be waiting under Resume the saved campaign when you return.

New in the top right discards the saved campaign and opens the setup panel again. Nothing is stored anywhere but this browser, and no data ever leaves your machine.