200 years ago, the world of Cosmo was shocked by the appearance of a gigantic continent off Shores, south of the Ocean Sea. The Shores native embarked on the conquest of this continent to exploit its resources, including the "Loom", and trace routes of exploration.
To this end they created guilds, companies specialized in adventurous war, politics, knowledge and "loom", led by the Guild Masters .
Today, competition is raging on the continent and guilds vie for profit from lands unknown.
Every player is a master of Guild. The goal is to double his personal treasure of 10 Guilders (game currency), that is to say, come to possess 20 Guilders in his personal treasure.
There are 6 houses, so there are 6 types of different basic games (one per house), each player choosing one of the houses to play.
Early in the game, each player has 15 guilders: 10 in his personal treasure and 5 in the bank.
There are several types of cards:
1. Territories (Land and premises)
These maps provide resources: The Loom (magic), War, Politics and Knowledge. Each card provides 1 or 2 resources, each being either red or green, or white (neutral). Resources are used to bring into play other cards.
2. The Auguries
These are cards that are played at the beginning of the round (during the Winter phase) They have an effect that extends to all Guild Masters. These are external events.
3. The Machinations which include:
• Troops: armies belonging to various houses.
• Creatures: the troops who live on the Continent.
• Actions: they have off effects in the game
• Reactions: they can be played anytime.
• The Locus: magical places situated on the Continent.
• Constructions: linked to Territories.
• Equipment: benefit the troops and creatures.
It is divided into four phases: winter, spring, summer and autumn
Winter: passive phase where one put in place guidelines for the round of play
Spring: territories, settlement construction.
Summer: is the phase during which the fighting takes place.
Autumn: crop production, collapse and discovery phase.