Ten Order combos

The Treaties

Two Orders that answer each other, a move that signs them, a title in your name

  • 10Treaties to sign
  • 2Orders per duel
  • 3titles shown at most
  • 10games before a title

In EMPRISE, you play two Orders per duel. Some pairs are so strong that the game has given them a name: these are the Treaties. Each one matches a precise move, detected during the game, and your profile counts every signature. Play them to forge your title: your style speaks for you.

New to the game? Start with the ten Orders and their abilities.

The catalog

The ten Treaties

For each one: the Orders it asks for, the move that signs it, and how to go about it.

Plagued + Gilded

Tainted Gold

You poison your own ground to place your Gilded there: the weaker the card, the better the trade.

The signA Gilded card placed on a square you poisoned yourself.

Place the Plagued card first, then the Gilded card, on a marked square: at −1 on every rank, the Gilded card trades even better. With the Herald of the Plagued, your cards are no longer poisoned and the Treaty fizzles out.

The Plagued · The Gilded

Cursed + Gilded

The Ransom

You let your opponent take a Cursed card: it comes out stronger, then you buy it back.

The signA Cursed card lost, then won back in the same game.

Expose a Cursed card to an easy capture, through its 2. Won back by a Gilded card or through its new low rank, it comes home with +2 on every rank.

The Cursed · The Gilded

Cinders + Plagued

The Venom Drag

You poison the corridor, then drag the enemy through it: it arrives drained.

The signA pulled card whose path crosses at least one poisoned square.

Poison the squares of a line, then place the Cinders card at the end: the pulled enemy crosses the poison and loses 1 rank per square, its landing square included.

The Cinders · The Plagued

Abyssals alone

The Rising Tide

Each Abyssal stolen from your opponent joins your side and feeds the next one you place.

The signAn enemy Abyssal captured while you field Abyssals.

Against an opponent who also plays the Abyssals: each Abyssal you steal gives you +1 and takes as much from them. The two tides cannot rise at the same time.

The Abyssals

Chimeras + Gilded

The Rigged Mirror

The Chimera flips the enemy to expose its strong rank, then the Gilded card comes to trade it away.

The signAn Awakening triggered on a card already flipped by a molt.

The Chimera turns the enemy's high rank toward an empty square, without necessarily taking it; the Gilded card lands there and trades it.

The Chimeras · The Gilded

Scribes + Archers

The Veiled Shot

The Scribe's veil hides where the Archer's 1 is: it shoots without baring its throat.

The signAn Archer placed while one of your Scribe veils is active.

While one of your Scribes is veiled, place an Archer: the Treaty is signed as you place it, and your opponent doesn't know whether the 1 is there.

The Scribes · The Archers

Cinders + Archers

The Drive Hunt

The Cinders tear the enemy out of its sheltered pocket; the arrow brings it down in open ground.

The signA ranged capture within the two turns after a pull.

Pull the enemy out of its corner with a Cinders card, then, within the next two turns, place an Archer at the end of the cleared line.

The Cinders · The Archers

Chimeras + Pikes

The Breach

The molt opens the weak flank; the Pike drives into the line.

The signA successful pierce on a card flipped by a molt.

The Chimera flips the head of the line to expose its low rank, the Pike pierces: two cards in one move.

The Chimeras · The Pikes

Plagued + Abyssals

The Pit

The venom makes the area unlivable while your Abyssals, the frailest cards in the game, become untouchable.

The signAn Abyssal placed next to a square you poisoned.

Surround your Abyssals with poison before they grow: whatever comes to attack them lands at −1, while they gain +1 with each new Abyssal.

The Plagued · The Abyssals

Guardians + Plagued

The Fouled Rampart

The Rampart locks down the clean squares, the venom makes the rest uninhabitable: your opponent has nowhere left to land.

The signA win on points with Guardians and at least three poisoned squares.

Hold the good squares with the Guardians and poison the others: three marked squares at the end of the game, and the win on points signs the Treaty.

The Guardians · The Plagued

Failed marriages

What no Treaty recommends

Three alliances that look like a good idea and are not. The game's opinion, not a rule: nothing stops you from playing them.

Guardians + Archers. The wall doesn't protect the Archer's 1, and the Archer offers the Guardian no capture.

Plagued with Herald + Gilded. The Herald spares your side: Tainted Gold fizzles out.

A lone Abyssal as your opening. At 16 total and alone, it feeds your opponent's Rising Tide.

Questions

The Treaties in four questions

What is a Treaty?

An alliance of two Orders (only one, The Rising Tide, asks for a single Order) and a precise move that signs it during a game. The game detects it on its own: nothing to declare.

What are Treaties for?

Your title. After ten games, the Treaty you sign most often, in at least three games out of ten, becomes the title shown next to your username. Without a dominant Treaty, you are The Wanderer, or The Alchemist if you stay loyal to a pair of Orders that no Treaty names.

Where can I see my Treaties?

In your profile, in the Treaties section: each one shows in how many of your games you have signed it, and the three most frequent make your titles.

Can I sign several Treaties in the same game?

Yes, if your two Orders form several: with the Plagued and the Abyssals, The Pit and The Rising Tide can both land in the same game. Each Treaty counts once per game, even if signed several times.

Ten Orders

One Order, one page

The ability, the four cards, the strategy and the counters of each Order.

Sign your Treaty

Choose two Orders that answer each other, and let the game recognize your style.

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