
A tavern game of capture
Realm
Triad
Capture the board. Command the Realms. House tables are 3×3. After last call: a 4×4 Great Cloth, a Cursed Cloth, a Mirror of your own five, and an Echo of the last deal.
Your record 0–0–0 · 0 cards · 0 gp · 0/8 slates · 3 bounties open
This lamp
You sit as A regular
One handle for the lounge, a live table, and every cloth on this lamp.
Change the handleNo cloth waiting
Leave mid-hand and the seats stay twelve hours. Deal again and the last plaques become an Echo.
Cloth talk dies with the cloth
A word across the table stays on that seating. A new table starts quiet. The lounge is the tap.
Open the loungeAfter last call
Night lamps
Mirror your own five, echo the last deal, sit a 4×4 Great Cloth, or light Curses. Also: slates, a series to two, draft, the gauntlet.
Sit down
The long sit
The binder
Constructed
Brew 15–20 from your collection — house blend or Grok at the printer — then take the House.
Codex
Core, Dragons, and the Undercellar — what you own, what you still hunt.
Black market
One night in five the lantern is lit. The tray changes every hour. Gold buys plaques.
The post
Pin a spare plaque. Name what you want. Another seat takes the slip.
The house
Deeds
Titles you earn. Wear one at the lounge. Streaks and the house book.
The cabinet
Cloths, sleeves, chat slips, and silly charms. Gold sinks for nerd bling.
The pit
Optional back-room pots. Coin only. Set rewards and deeds stay as they were.
Offline cellar
Pack the plaques once. The house still deals with the lamp out.
Complete rules
Same, Plus, Combo, Lair, and how a DM drops this into a live campaign.