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EYRIE DYNASTIES

Royal Decree Strategy Guide

Faction Overview

The Eyrie Dynasties are the proud avian rulers seeking to reclaim their ancestral lands. They're a momentum-based faction that grows stronger each turn through their Decree system, but face catastrophic turmoil if they can't fulfill their promises. Master the balance between ambitious expansion and careful planning to soar to victory.

Key Mechanic: The Decree

The Eyrie's power comes from their Decree - a growing list of actions they must perform each turn. Each card added makes you stronger but also more vulnerable to turmoil. The key is managing this growth carefully.

Understanding the Decree

The Decree is your engine of power and your greatest weakness. Each turn, you must perform all actions in your Decree or face turmoil - losing points, warriors, and your leader.

Decree Columns

🏹
Recruit
Place warriors in roosts matching card suits
đŸĻ…
Move
Move from clearings matching card suits
⚔
Battle
Attack in clearings matching card suits
🏗
Build
Place roosts in clearings matching card suits
Turmoil Crisis

If you can't fully take an action in the Decree, you fall into turmoil:

  1. Humiliate: Lose one victory point per bird card (including Loyal Viziers) on the Decree
  2. Purge: Discard all cards on the Decree except your Loyal Viziers
  3. Depose: Flip current leader face down, choose new leader, place Loyal Viziers per new leader
  4. Rest: End Daylight and begin Evening

Recovery: If you have no face-up leaders remaining, flip them all face up.

Leader Selection

Your leader determines your starting Decree and special ability. Choose based on your strategy and the current board state.

Charismatic

Starting Decree: Loyal Viziers begin on Recruit and Battle

Ability: Whenever you take a Recruit action, you must place two warriors instead of one

Best For: Rapid army building and aggressive expansion

Commander

Starting Decree: Loyal Viziers begin on Move and Battle

Ability: In battle as attacker, you deal an extra hit

Best For: Aggressive military campaigns and combat superiority

Builder

Starting Decree: Loyal Viziers begin on Recruit and Move

Ability: Whenever you craft, you ignore your Disdain for Trade ability

Best For: Economic strategies and crafting-focused gameplay

Despot

Starting Decree: Loyal Viziers begin on Move and Build

Ability: Whenever you remove at least one enemy building or token in battle, score one victory point

Best For: Aggressive anti-building strategies and disruption

Turn Phases Guide

1
Birdsong

Emergency Orders: If you have no cards in hand, draw one card

Add to Decree: You MUST add one or two cards to the Decree (only one bird card max)

A New Roost: If you have no roosts on the map, place a roost and three warriors in clearing with fewest warriors

2
Daylight

Craft: You may activate roosts to craft cards from your hand

Resolve Decree: Starting with leftmost column and moving right, resolve all cards in each column in any order:

  • Recruit: Place a warrior in any clearing with a roost whose suit matches the card
  • Move: Move at least one warrior from any clearing whose suit matches the card
  • Battle: Initiate a battle in any clearing whose suit matches the card
  • Build: Place a roost in any clearing you rule whose suit matches the card and has no roost

Critical: If you can't complete any action, you fall into turmoil!

3
Evening

Score Points: Score the victory points listed on the rightmost empty space of your Roosts track

Draw and Discard: Draw one card, plus one card per uncovered draw bonus. Then, if you have more than five cards in your hand, discard cards of your choice until you have five

Early Game Strategy (Turns 1-3)

Leader Selection

Charismatic: Choose if you want maximum early expansion and have good card flow

Commander: Best for beginners - flexible and forgiving

Builder: Good if corner clearings are available

Despot: Choose if enemies are already fighting each other

First Roost Placement

Place your first roost in a corner clearing if possible. This gives you:

  • Defensible position
  • Easy rule establishment
  • Safe recruitment base

Avoid: Placing roosts where enemies can easily attack them

Decree Management

Turn 1-2: Add suited cards to Build and Recruit to establish territory

Turn 3: Start adding to Move for flexibility

Bird Cards: Use sparingly early game - they're your safety net

Golden Rule: Never add a card unless you can guarantee execution

Early Game Trap

Don't get greedy with your Decree! Adding too many cards too quickly will lead to early turmoil. Focus on 1-2 cards per turn and build sustainable patterns.

Mid Game Strategy (Turns 4-6)

Expansion Phase

With 2-3 roosts established, focus on controlled expansion:

  • Add suited cards to Battle to clear enemy pieces
  • Use Move actions to position for new roost sites
  • Target clearings that connect your territory

Goal: 4-5 roosts by turn 6 for sustainable point generation

Threat Assessment

vs Marquise: Use your mobility to hit their undefended buildings

vs Alliance: Battle constantly to prevent sympathy spread

vs Vagabond: Keep them hostile - their flexibility threatens your plans

Key: Use your growing military to disrupt enemy engines

Avoiding Turmoil

Mid-game turmoil can be devastating. Prevent it by:

  • Keeping bird cards in hand as backup
  • Not overcommitting to Battle actions
  • Maintaining roosts in multiple suits
  • Planning 2-3 turns ahead

Late Game Strategy (Turn 7+)

Victory Push

With 5+ roosts, you're scoring 5+ points per turn. Focus on:

  • Protecting existing roosts
  • Crafting high-value items
  • Adding safe Decree actions
  • Preventing enemy victory conditions

Target: Reach 30 points by turn 8-10

Dominance Victory: If you have 10+ victory points and rule 3+ clearings of one suit, you can craft a matching dominance card to win immediately

Decree Optimization

Late game Decree should focus on:

  • Recruit: Only in safe roosts
  • Move: From well-defended clearings
  • Battle: Only guaranteed targets
  • Build: Conservative additions only

Planned Turmoil

Sometimes turmoil is better than disaster:

  • If your Decree is unsustainable
  • When you need a reset to new leader
  • If bird card cost is low (1-2 cards)

Recovery: Choose Builder or Commander for stability

Endgame Patience

Don't rush! With 6+ roosts, you win through patience. Let other factions make mistakes while you score consistent points. Avoid risky Decree additions that could cause turmoil.

Common Mistakes to Avoid

Decree Overcommitment

Adding too many cards too quickly leads to inevitable turmoil. Be conservative - better to add one guaranteed action than two risky ones.

Ignoring Card Flow

Running out of cards means you can't add to Decree or execute actions. Always maintain a hand of 3+ cards and prioritize card draw over aggressive expansion.

Poor Battle Planning

Battle actions in Decree are mandatory - don't add them unless you're sure there will be enemies to fight. Empty Battle actions cause immediate turmoil.

Weak Roost Defense

Roosts are your point engine and recruitment bases. Losing them to enemy attacks cripples your game plan. Always defend roosts with adequate warriors.

Advanced Eyrie Tactics

Bird Card Management

Bird cards are wild but expensive in turmoil. Use them for:

  • Emergency actions when suited cards fail
  • Flexible late-game Decree additions
  • Crafting powerful items

Save 2-3 bird cards as insurance against turmoil

Timing Your Turmoil

Sometimes controlled turmoil is strategic:

  • Reset bloated Decree with new leader
  • Switch strategies mid-game
  • Consolidate scattered warriors

Best Time: Early game when bird card cost is low

Roost Positioning

Strategic roost placement maximizes effectiveness:

  • Corners: Easy to defend, hard to attack
  • Central: High connectivity, mobile recruitment
  • Isolated: Avoid unless necessary for suit coverage