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