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== Archetypes ==
== Archetypes ==


The game is designed to support tall, hybrid, or wide builds - meaning earning tribute from 2-3, 3-4, or 4-5 colours (respectively). Tall benefits from ''Primordial Idol/Decreed'' and efficient conversions, while wide prioritises prophecies from ''Rift Through Time/Channel'' and opportunistic essence placement.
The game is designed to support tall, hybrid, or wide builds - meaning earning tribute from 2-3, 3-4, or 4-5 colours (respectively). Tall benefits from ''Primordial Idol/Decreed'' and efficient conversions, while wide prioritises prophecies from ''Rift Through Time/Channel'' and opportunistic essence placement. Don't be afraid to pivot mid-game.


== Bidding during Ritual Sacrifice ==
== Bidding during Ritual Sacrifice ==


Cultists do not automatically provide value. Carefully consider what actions you will actually activate. New players often underbid, which can lead to essence scarcity and a later position in the next cycle's turn order.
Cultists do not automatically provide value. Carefully consider what actions you will actually activate. New players often underbid, which can lead to essence scarcity and a later position in the next cycle's turn order thereby suffering from action congestion.


== Placing essence on Ritual Sites ==
== Placing essence on Ritual Sites ==


Remember that you will not earn tribute unless you have essence in the row of your committed ''Form of Essence''. These placement windows can be short if you rely on Old Ways or Heralds, maybe lasting 2 cycles at most. ''Planar Influence'' requires planning to execute but can ignore the cycle. This placement flexibility also applies to ''Primordial Idol/Decreed'' if you unlocked the required leaves/stars.
Remember that you will not earn tribute unless you have essence in the row of your committed ''Form of Essence''. These placement windows can be short if you rely on Old Ways or Heralds, maybe lasting 2 cycles at most. ''Planar Influence'' requires planning to execute but can ignore the cycle. This placement flexibility also applies to ''Primordial Idol/Decreed'' if you've unlocked the necessary leaves/stars.


Cycle manipulation is a powerful tool here. With wise sequencing you can recall cultists after activating outer blue/orange actions, as many times as you can afford, then follow up with essence placement in nearly any colour.
Cycle manipulation is a powerful tool most players overlook. With wise sequencing you can recall cultists after activating outer blue/orange actions, as many times as you can afford, then follow up with essence placement in virtually any colour.


== Managing essence ==
== Managing essence ==


Each action costs at least 1 essence, so factor in the cultist you could have sacrifice to gain 1 more essence instead. You have to spend essence to make essence contribute to your tribute. Outer actions are powerful but require a proper network of cultists on the board - even ''Blood Rite/Convergence'' only pay for themselves if you spend essence to reach them.
Each action costs at least 1 essence, so factor in the cultist you could sacrifice to gain 1 more essence instead. You have to spend essence to make essence count towards your tribute.  
 
Outer actions are powerful but require a proper network of cultists on the board - even ''Blood Rite/Convergence'' break even if you spend essence to reach them. This game is about translating speculation into good results.

Revision as of 17:21, 29 June 2026

Archetypes

The game is designed to support tall, hybrid, or wide builds - meaning earning tribute from 2-3, 3-4, or 4-5 colours (respectively). Tall benefits from Primordial Idol/Decreed and efficient conversions, while wide prioritises prophecies from Rift Through Time/Channel and opportunistic essence placement. Don't be afraid to pivot mid-game.

Bidding during Ritual Sacrifice

Cultists do not automatically provide value. Carefully consider what actions you will actually activate. New players often underbid, which can lead to essence scarcity and a later position in the next cycle's turn order thereby suffering from action congestion.

Placing essence on Ritual Sites

Remember that you will not earn tribute unless you have essence in the row of your committed Form of Essence. These placement windows can be short if you rely on Old Ways or Heralds, maybe lasting 2 cycles at most. Planar Influence requires planning to execute but can ignore the cycle. This placement flexibility also applies to Primordial Idol/Decreed if you've unlocked the necessary leaves/stars.

Cycle manipulation is a powerful tool most players overlook. With wise sequencing you can recall cultists after activating outer blue/orange actions, as many times as you can afford, then follow up with essence placement in virtually any colour.

Managing essence

Each action costs at least 1 essence, so factor in the cultist you could sacrifice to gain 1 more essence instead. You have to spend essence to make essence count towards your tribute.

Outer actions are powerful but require a proper network of cultists on the board - even Blood Rite/Convergence break even if you spend essence to reach them. This game is about translating speculation into good results.