MAYHEM: HAVENSCAR EDITION

Rulebook

Everything you need to play.

THE WORLDSETUPTURN STRUCTURECARDSPROVINCESRESOURCESTHE TRIBUNALTHE BAG OF MAYHEMVICTORYTHE LONG DARK

THE WORLD

  • ◆Havenscar is a game of political power and dark magic set in a crumbling realm.
  • ◆Two factions fight for control of the Ring of Power, six provinces that determine the fate of the realm.
  • ◆The High Council seeks to maintain order through wealth, arcane authority, and phantom bureaucracy.
  • ◆The Wildsworn seek to shatter the old power, wielding spirit, shadow, and military force.
  • ◆The Bag of Mayhem introduces chaos each round, unpredictable events that reshape the game.

SETUP

  • ◆One player acts as the host and runs the app on a shared screen (TV or laptop).
  • ◆Every other player joins on their phone using the session code shown on the host screen.
  • ◆Players choose a name and are assigned to a faction (Council or Wildsworn) by the host dealing cards.
  • ◆The host deals each player their starting hand of faction cards.
  • ◆Each player begins with 5 Gold and 0 in all other resources.

TURN STRUCTURE

  • ◆The host TV shows whose turn it is at all times.
  • ◆On your turn: play a card from your hand, then optionally claim or release a province.
  • ◆After taking your action, tell the host to press END TURN. That passes the turn to the next player.
  • ◆When all players have taken a turn, the round ends and a new round begins.
  • ◆At the start of each new round, the host presses COLLECT INCOME and every player is paid for the provinces they hold.
  • ◆Most provinces pay 1 Gold. Three of the Ring of Power pay 2: Aevorin Illustrium, Kyranth Wardspire and Valacryn Hexarchy.

CARDS

  • ◆Each card has a name, an effect and audio narration. Tap a card in your hand to hear it read aloud.
  • ◆Press PLAY THIS CARD to use it, it is removed from your hand and a new card is drawn automatically.
  • ◆Six resource tracks are shared by both factions: Gold Crowns, Arcane Scrolls, Shadow Ledgers, Phantom Ballots, Glamour Seals and Echo Crystals. Either faction can gain or spend any of them.
  • ◆Each faction also has one track of its own. The High Council holds Military Support Coupons. The Wildsworn hold Spirit Tokens.
  • ◆Some cards affect other players. Negotiate, bribe and threaten out of game, in character.

PROVINCES

  • ◆The Ring of Power contains six provinces. Control over provinces determines the winner.
  • ◆Tap any province circle on the BOARD tab to read its lore and open the claim screen.
  • ◆Press CLAIM FOR [FACTION] to take control of a province on behalf of your faction.
  • ◆Press RELEASE PROVINCE to give it up, it returns to neutral.
  • ◆Only one player/faction can hold a province at a time, claiming it strips it from the current holder.
  • ◆Vaelorath (the centre province) is the capital, it is narrated but not directly claimable.

RESOURCES

  • ◆Manage your resources on the GOLD tab of your phone.
  • ◆Use the + and − buttons to adjust your resource totals as cards are played.
  • ◆Gold: universal currency, spent and earned by many cards.
  • ◆Corruption: a special track for Council players. If it reaches 10, the Tribunal is triggered.

THE TRIBUNAL

  • ◆When a Council player's Corruption reaches 10, The Tribunal convenes.
  • ◆That player must release one province and reset their Corruption to 0.
  • ◆This represents the High Council turning on one of its own.
  • ◆Use the BOARD tab to release the province, then use the − button to reduce Corruption to 0.

THE BAG OF MAYHEM

  • ◆The host draws a Chaos Token each round by pressing the BAG OF MAYHEM button.
  • ◆The token's effect is shown on all screens with an audio narration.
  • ◆Chaos tokens add unpredictable events. They may help, hinder or completely upend both factions.
  • ◆There are 20 tokens in the bag, and one is drawn per round.
  • ◆Token twenty is The Unravelling Begins. From the moment it is drawn, the host takes two tokens a round instead of one, so the bag empties faster than the table expects.
  • ◆When the bag is empty, finish the round in progress. That round is the last.

VICTORY

  • ◆The Ring of Power is six provinces: Aevorin Illustrium, Eldrun Tribunal, Kyranth Wardspire, Qiravon Vaultspire, Valacryn Hexarchy and Orindhal Continuum. Vaelorath is the capital and sits outside the Ring.
  • ◆The game ends the moment one faction holds four of those six.
  • ◆If the Bag of Mayhem empties before that happens, the round in progress is the last one played. The faction holding the most Ring provinces then takes the realm.
  • ◆In a tie, the faction with the most Gold wins.
  • ◆The host can also end it at any point with COUNCIL WINS or WILDSWORN WINS on the host screen. A province tally is shown on the victory screen.

THE LONG DARK

  • ◆The Long Dark is a separate scenario, chosen by the host when creating a session. It needs The Long Dark expansion or the Complete Bundle.
  • ◆Winter has reached Vaelorath and the realm is playing out its last season. Everything below replaces the matching base rule; everything not mentioned works exactly as it does above.
  • ◆Seasons: every even-numbered round is Deep Winter. Every province except Vaelorath pays half its usual income, rounded down, which means a province that normally pays 1 pays nothing at all. Odd rounds are the Thaw. The season is shown in the top bar of the host screen.
  • ◆The Dark Deck: the host draws one dark card to open every round, before anyone acts. Its effect lands on the whole table and cannot be vetoed.
  • ◆The Bag of the Long Dark replaces the Bag of Mayhem. Twenty colder tokens, still one drawn per round, and it does not double.
  • ◆The Unravelling is somewhere in that bag. When it is drawn, three more full rounds are played, counted down on every screen.
  • ◆At the end of the third round the Council keeps the realm only if it holds Vaelorath and a majority of the Ring of Power. Otherwise the realm belongs to the Wildsworn.
  • ◆Narration for The Long Dark has not been recorded yet, so its intro and its dark cards play silent. Nothing else is missing.
REMEMBER

The rules are a framework. The real game is the negotiation, the betrayal, and the deals made across the table. Use the app as your arbiter, use your voice as your weapon.