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Rules

Each turn moves through five phases from Dawn to Midnight. Use the phase card to see when you can queue operations, vote in Parliament, or review the battlefield.

Goal & Quick Start

Capture every playable Seattle zone. You begin with one random non-Water zone, 100 geese, and 60 breadfluence.

  1. At Dawn, collect bread and receive five new geese, plus any policy modifiers.
  2. At Noon, select reachable human zones and queue operations.
  3. In the Afternoon, those operations strike defenses and cause goose casualties.
  4. After you hold five zones, use Early Morning Parliament sessions to shape the campaign.
You win when every playable zone is Goose-held. You lose if a General Strike reduces the army to zero while bread is also zero.

The Five-Phase Day

A turn is a full day split into five phases. The phase icon in the HUD shows where you are, and the Advance Phase button appears when the game is waiting on you.

Dawn: Bread income, recruitment, and combat-state timers.
Early Morning: Regular Parliament session (if High Command is active).
Noon: Queue operations with fixed goose costs.
Afternoon: Operation queue resolves and reports are shown.
Midnight: Story events.

Dawn - Supply & Start of Turn

Dawn handles the bookkeeping for a new day. It runs automatically and pushes you into Early Morning when it finishes.

Dawn runs automatically. Soldier recruitment purchases refresh when the new turn begins.

Early Morning - Parliament Session

Early Morning is reserved for the Goose High Command. If the Parliament is active, a regular session begins and waits for your votes.

The High Command activates after you control five zones and the midnight democracy story fires. Each pair of hemicycle rows adds another proposal (up to three), so a growing parliament makes Early Morning meetings larger.

Policy Effects

Every proposal card shows its effect rows before you vote. If the bill passes, those rows apply immediately unless the row says it changes Dawn income, Dawn recruitment, or a timed plan.

Effect row What it does
Seats Adjusts locked Parliament seats immediately. Faction seat gains and losses also change that faction's relationship.
Income / Zone Income Changes breadfluence at Dawn. Income is a flat daily change; zone income pays once per matching Goose-held zone each Dawn.
Instant / Instant Troops Adds or removes breadfluence or geese as soon as the policy passes.
Recruitment Changes the number of new geese arriving every Dawn.
Global Strike / Strike Bonus / Strike Flat Changes operation strike strength. Global applies everywhere; zone bonuses apply only to listed zone types; flat bonuses add raw strike points.
Defense Intel Upgrades operation planning from defense bands to exact zone defenses at Tier 1. Once you have a tier, policies that unlock that same tier stop appearing.
Battle Forecasts Upgrades combat forecasts from rough odds to exact odds, strike ranges, and casualty ranges at Tier 1. Already-owned forecast tiers are filtered out of future agendas.
Operations Unlocks new operation-planner options. Proposals that unlock an operation you already have are removed from the agenda pool.
Operation Buffs Permanently adjusts strike or exposure for selected operations or faction operations.
Park / Residential Capture Pays the listed breadfluence when you capture a matching zone.
Timed Income / Troops / Cost / Duration Applies the listed temporary income, troop delivery, or bread cost at Dawn for the shown number of turns.
Regular sessions only offer eligible policies. A single session will not offer two proposals for the same intel tier or operation.

Noon - Operation Planning

Noon is the only phase where you can queue operations. Select a human-owned, playable zone that can be reached by an unlocked operation to open the operation prep modal.

Planning happens only here. If you try to plan outside Noon, the button disables and the modal will refuse to queue the operation.

Afternoon - Resolve Battles

Afternoon resolves the entire operation queue. Operations execute, casualties apply, and results show on the map.

Battle reports show casualties and strike, plus any modifiers or combat states that affected the result.

Reinforcements & Bread

Use Recruit Soldiers from the command sidebar during any phase to spend bread on immediate military recovery.

Midnight - Story

Midnight handles story beats and resets the political calendar for the next day.

Midnight auto-advances into the next Dawn while ordinary news continues. Expanding the hemicycle to four or six rows unlocks exclusive parliament tales during Midnight.

The Human Resistance

Humans are not a diplomacy faction like Crows, Ducks, or Pigeons. They are the default owners of Seattle's neighborhoods, and their only mechanical role is territorial defense.

Goose-held zones never track defense. Human zone defenses do not regenerate overnight — only combat reduces them.

Faction Relationships

Crows, Ducks, and Pigeons each track a relationship score with the Goose High Command. Scores start at 0, clamp between -50 and +50, and drive combat bonuses and intel quality.

What high and low favor do

Crows (≥ +30 / ≤ -30): Unlock Crow Expose and improve intel and Crow-operation exposure at high favor; low favor penalizes both. Baseline defense bands, rough odds, and combat states remain visible.
Ducks (≥ +30 / ≤ -30): Unlock Duck Waterline Raid and improve Water and water-adjacent operations at high favor; low favor penalizes those strikes.
Pigeons (≥ +30 / ≤ -30): Unlock Pigeon Surge and improve Pigeon operations at high favor; low favor penalizes them.

Ways to gain favor

Ways to lose favor

Relationship values, zone demographics, and Parliament relationship deltas are visible without buying separate advisor tiers.

All-Day Systems

These systems apply across every phase, regardless of the clock.

Zones & adjacency: You start in a random playable non-Water zone with 100 geese and 60 breadfluence. Most operations target human-owned, playable zones adjacent to Goose territory; specialized Duck operations can have water-based reach.
Zone defenses: Human zones roll 10-29 base defense and cap at 200. Goose-held zones do not track defense.
Breadfluence: Once per turn, spend 2 bread per soldier for up to 20 soldiers. Policies can add Dawn income, recruitment, or explicit capture bonuses.
Diplomacy: Faction relationships start at 0 and clamp between -50 and 50. See Faction Relationships above for every gain and loss source.
Saves: Create as many saved games as you like. Campaign progress and queued regular operations are saved.

Main Menu

Tutorial Mode

Tutorial starts from the normal opening position: one random non-Water Goose zone, 100 geese, and 60 breadfluence. It uses the same controls and phase rules as Play mode, with scripted outcomes so the walkthrough is repeatable.

Controls