FIELD MANUAL // 05
Agreements
Ceasefire, Territory Transfer, Covert Support, and Manufacturing Partnership
How Agreements Work
Agreements are the product of successful proposals — a binding pact between two players with real mechanical consequences. Once the recipient accepts, the agreement activates at the start of the next round and lasts for a fixed number of turns.
Duration is counted in the proposer’s turns only. If you propose a 3-turn ceasefire, it ticks down once each time your turn starts — not the recipient’s. This means agreements last longer in calendar time than their turn count suggests.
Agreements can end in three ways: natural expiry when the turn count runs out, betrayal when one party plays a Betrayal card to break it early, or voiding when one party is eliminated from the game.
Slot System
Agreement cards have slots that accept troop value cards. These slots are the economic cost of the deal — you’re committing cards from your hand to make the agreement happen. Fill directions determine who pays what: the proposer fills their slots at proposal time, and the recipient fills theirs on acceptance.

Ceasefire
Neither party can attack the other for the duration of the truce. This is the most common agreement type and the foundation of diplomatic play.
The transparency tax: Both parties can see each other’s owned territories in real-time while the ceasefire is active. Peace comes at the cost of strategic opacity — your partner knows exactly where your borders are.
All ceasefires are publicly announced to every player in the game. Everyone knows who is truced with whom, which shapes the diplomatic landscape for all parties.
- T1: Duration 3 turns, 1 troop card slot
- T2: Duration 5 turns, 2 troop card slots (mutual)
Territory Transfer
Instantly transfer ownership of one territory from one player to another when the agreement activates. This is how you buy loyalty, pay debts, or sacrifice a strategic position for a better deal elsewhere.
Integration cost: The receiving player loses 30% of the garrison troops (rounded down) as a penalty for absorbing the territory. A node with 10 troops arrives with only 7. Territory transfers exist at T1 only.
Covert Support
Secretly send troops to another player. The transfer is not publicly announced — other players see nothing. This lets you prop up an ally without revealing the relationship.
Delivery timing: Troops land in the recipient’s deploy pool at the start of their next turn, not instantly. The recipient sees a private “troops incoming” notification when the agreement activates and a matching chip in their deploy HUD for next turn. You don’t pick a target territory — the troops arrive in the normal deploy pool and are placed by the recipient like any other deploy.
Benefactor visibility: The sender gets a one-time reveal of the recipient’s full card hand as compensation for the troop commitment. You’re investing in someone — you get to see what they’re holding.
- T1: 25% of recipient’s base deploy (minimum 2 troops)
- T2: 50% of base deploy (minimum 3 troops) + 1 bonus troop slot
Manufacturing Partnership
An economic alliance where both parties receive a deploy bonus in exchange for reduced card income. Both players get more troops each turn, but their tick rates for earning new cards are penalised.
Manufacturing Partnerships are publicly announced to all players on activation. Everyone knows who is economically linked.
- T1: +25% deploy bonus, 40% tick rate reduction, duration 4 turns
- T2: +50% deploy bonus, 60% tick rate reduction, duration 6 turns
Stacking penalty: Tick rate reductions stack multiplicatively. Each T1 partnership reduces card income by 40% — two T1 partnerships compound to a 64% total reduction. Each T2 reduces by 60% — two T2 partnerships compound to 84%. Stacking Manufacturing Partnerships is powerful but increasingly expensive in card income.