❄ THE ICE KING
A Campaign Board Game of Harvest, Trade, and Survival
"Cut it fast. Store it well. Deliver it before it's water."
πŸ‘₯ 2–4 Players ⏱ 90–150 min / era πŸ“… 5-Era Campaign 🎯 Medium-Heavy Euro πŸ“ Historical: 500 BCE – 1950 CE
"Every player is a rival ice merchant. The Season Wheel is your enemy. The Melt is the clock. History is your map."
πŸ”„ Design Iteration Log Rounds 1–13
1
Diagnosis β€” Player Preference Research
Brass: Birmingham's magic = interconnected systems + forced cooperation/competition. Current design too solitaire. Two degradation axes (freshness + quality) too complex. Ledger Board feels imported. Season Deck too flat. Actions too generic.
↳ 6 problems identified, all addressed in subsequent rounds
2
Player Interaction β€” Shared Ice Houses
Any player's Ice House can store any player's ice. Owner earns Β£1/block from opponents. Creates Brass-style "your opponent's resource is YOUR resource" dynamic. Historically: large commercial icehouses served all distributors, not just owners.
↳ Transforms game from solitaire to deeply interactive
3
Elegance β€” Merge Two Degradation Axes Into One Ice State
Eliminated separate Freshness Track + Quality Level system. Replaced with single block state: Crystal β†’ Standard β†’ Aged β†’ Puddle. State driven by season and storage. VP: Crystal=3, Standard=2, Aged=1. Customers have minimum state requirement.
↳ Dramatic complexity reduction while preserving all key decisions
4
Dynamism β€” Customer Demand Events
Static customer tiles replaced with dynamic system: each round, a Demand Event card fires from each active customer's small deck. Creates race conditions between players. Urgent orders (deliver in 2 rounds for bonus VP). Premium price events. Historically: ice companies competed viciously for the same desperate customers in summer heat.
↳ Turns customer delivery from solo puzzle into competitive race
5
Tension β€” Season Deck With Natural Shape
Replaced flat shuffle with bimodal deck: front half = Early Season (mostly Good Winter cards), back half = Late Season (mostly Thaw/Famine cards). Players count played cards to know roughly where they are in winter. Tension: "we're in late winter, the thaw is coming... one more harvest or start delivering?"
↳ Creates the authentic ice harvesting closing-window anxiety
6
Crisis β€” Ice Famine Prisoners' Dilemma
Ice Famine cards now trigger a collective crisis: players can contribute to a Crisis Pool. Every Β£1 contributed mitigates 1 position of extra melt. Contributors get first pick of "Emergency Premium" customers (double VP this round). Free-riders benefit from others' sacrifice. Historically: during famines, ice prices spiked 400% and companies rushed to serve desperate customers.
↳ Adds cooperation tension within competitive game; historically grounded
7
Campaign β€” Era Chronicle Board + Historical Events
Persistent shared board tracking all 5 eras. After each era, players vote on which Historical Event "happened" β€” each choice modifies the next era's rules slightly. Creates unique campaign narrative per playgroup. Examples: "Tudor's India Trade" / "The Great Famine" / "Wyeth's Plow Invented".
↳ Campaign now has a story that's different every playthrough
8
Identity β€” 4 Asymmetric Companies (Historically Grounded)
Each player takes a company archetype: Pond Baron (Wenham Lake), Export King (Frederic Tudor), Ledari (Czech/European team), Industrialist (mechanical refrigeration pioneer). Each has unique starting bonus, special ability, and weakness. Creates radically different strategies.
↳ Transforms replayability β€” each company needs different tactics
9
Immersion β€” All Actions Renamed for the Frozen Lake
Generic action names replaced with ice-harvesting verbs: Harvest→Cut, Store→Pack, Deliver→Ship, Build Link→Open Route, Build→Establish, Develop→Upgrade Technique, Scout→Survey, Take Loan→Borrow Against the Harvest. Now every turn you're not "taking an action" — you're working on a frozen lake.
↳ Theme permeates every decision point
10
Link System β€” Three Types Rooted in Ice Transport Physics
Replaced generic Canal/Rail with: Ice Roads (frozen lake surface/snow; winter only; no melt cost β€” ambient cold keeps ice frozen), Gravel Roads (year-round; high melt cost β€” bumpy cart in warming air), Railroads (year-round; low melt cost; expensive). Physics of each type is thematically self-evident.
↳ Players intuitively understand why each link type behaves as it does
11
End-Game β€” Ice Wagon Passive Delivery Engine
Late game (Eras 4–5): Deploy Ice Wagon action places a wagon token on a customer route. Each round the wagon auto-delivers 1 block. Creates passive income engines β€” historically accurate (NYC had 1500+ wagons by 1890s). Wagons can be "outbid" by competitors building rival routes to same customer. Adds long-term engine-building payoff.
↳ Late game has new strategic layer; historically precise
12
Flavor β€” The Tudor Gamble & The Wenham Window
Tudor Gamble: once per era, ship a large batch (5+ blocks) to a distant customer β€” double VP if arrive Crystal/Standard, lose all + Β£5 if Aged. The Wenham Window: first round of Deep Freeze each year, player with most ponds gets 1 free Crystal block (Wenham Lake's exceptional clarity). The Ice Man's Bell: blocking token for residential delivery runs.
↳ Named historical mechanics make history feel playable, not just decorative
13
Campaign Finale β€” Era 5 Defection + Dual Victory Path
Customer Defection confirmed as central Era 5 mechanic. Each round, flip a Defection Card β€” 1–2 customers close permanently. Players choose between two ending strategies: Last Harvester (deliver to surviving natural ice customers) or Pivot to Modern (build Mechanical Refrigerator tiles, serve the new market). First player to complete either path triggers end.
↳ Era 5 feels like a different game β€” melancholy and urgent simultaneously
❄ The Season Wheel

The central wheel drives the entire game. At end of every round, draw a Season Card β€” it advances the wheel and applies an effect. Nobody knows exactly when winter ends. The deck has a shape: good cards at the front (early winter), dangerous cards at the back (late winter approaching thaw). Count played cards to know your rough position in the season.

❄ SEASON WHEEL DEEP FREEZE BITTER WINTER LATE ICE SPRING THAW HIGH SUMMER AUTUMN PREP
❄❄❄ Deep Freeze
βœ“ CUT
NO DECAY β€” ice freezes harder
Crystal blocks available; Wenham Window fires
❄❄ Bitter Winter
βœ“ CUT
Slow β€” 1 state per 3 rounds
Full harvest; Shared Ice Houses optimal
❄ Late Ice
Β½ CUT
Normal β€” 1 state per 2 rounds
Halved harvest; Late Season cards start appearing
πŸ’§ Spring Thaw
βœ— NO CUT
DOUBLE β€” 2 states per round!
Emergency deliveries; Crisis Pool activates on Famine
β˜€ High Summer
βœ— NO CUT
Fast β€” 1 state per round
Customer VP Γ—1.5; Demand Events peak; Score buildings
πŸ‚ Autumn Prep
βœ— NO CUT
Slow β€” 1 state per 3 rounds
Building costs βˆ’Β£2; Survey new lake territory
Season Deck shape: Front 10 cards = Early Season (Good Winter, Long Winter, Cold Snap). Back 8 cards = Late Season (Early Thaw, Famine, Warm Spell). Players track played count to anticipate the danger zone.

Season Card Deck (18 cards, bimodal distribution)

EARLY SEASON (front 10)
❄❄
↔
OK
OK
OK
❄❄
↔
OK
~
OK
LATE SEASON (back 8 β€” danger zone)
~
↑↑
OK
☠
↑↑
~
☠
↑↑
Players can count played cards. When β‰₯10 played: you're in the late season. Expect thaw soon. Every Late Ice harvest is a gamble.
🧊 Ice Block States Round 3 β€” Simplified

Each block has a single state. State degrades based on season and storage. This replaces the previous two-axis system (freshness track + quality level) β€” same decisions, half the complexity.

πŸ’Ž
3
CRYSTAL
Clear, premium
Deep Freeze lakes
β†’
⬜
2
STANDARD
Natural ice
Most harvests
β†’
🌫
1
AGED
Still usable
Industrial only
β†’
πŸ’§
PUDDLE
Lost forever
No VP

Decay Rules by Season

❄ Deep Freeze: No decay. Ice sits at current state indefinitely. Even without Ice House.
❄ Bitter/Late Winter: Slow decay. βˆ’1 state per 3 rounds unprotected. Ice House: βˆ’1 per 5 rounds.
πŸ’§ Spring Thaw: Fast decay. βˆ’1 state per round unprotected. βˆ’1 per 2 rounds in Ice House.
β˜€ High Summer: Normal decay. βˆ’1 per 2 rounds unprotected. βˆ’1 per 3 rounds in Ice House.
πŸ‚ Autumn: Slow decay. Same as winter. Preparing for next Freeze.
🏠 In Ice House: Always at least 2Γ— slower than unprotected. Level 3 Ice House: no decay in any season.
πŸƒ The Card System

Every action costs exactly 1 card. Hand size: 8 cards. The dual-use system β€” named card lets you reach outside your network; burned for any other action the name is irrelevant.

Lake Card
Wenham Lake
Use for CUT: Cut ice at Wenham Lake even if outside your network.

Use for any other action: discard normally β€” location irrelevant.
Lake Card
Hudson River
Use for CUT: Cut ice at Hudson River even outside your network.

Use for any other action: discard normally.
Customer Card
The Grand Brewery
Use for SHIP: Deliver to any Brewery customer even outside your network.

Use for any other action: discard normally.
Customer Card
City Hospital
Use for SHIP: Deliver to any Hospital even outside your network. Crystal ice required β€” Standard rejected.

Otherwise: discard normally.
Wild Lake
Any Lake
WILD
Acts as any Lake Card. Returned to draw pool when used β€” not discarded. Obtain via SURVEY action (discard 3 cards).
Season Card
Early Thaw
Advance Season Wheel 2 steps.
All unprotected ice: βˆ’1 extra state this round.
Panic.
Other real lake names on Lake Cards: Vltava River Β· Lake Ladoga Β· Lake MjΓΈsa (Norway) Β· Lake MΓ€laren Β· Grindelwald Glacier Β· Walden Pond Β· Lake Geneva Β· Lake Ladoga Β· OulujΓ€rvi Β· Regent's Canal (London)
βš’ Actions Round 9 β€” Ice-Rooted Names

2 actions per turn (1 action in first round). Each costs 1 card from hand. You are on a frozen lake. Every action should feel like it.

πŸͺš CUT
Costs: Lake card (for out-of-network) OR any card (in-network)
Score ice blocks from a connected Frozen Pond into your supply. Season determines count (Deep Freeze: +2 bonus; Late Ice: halved). Wenham Window fires in Deep Freeze round 1.
Historically: horse-drawn ice plow scored grid lines; ice saws finished the cut. Teams of 10-12 ledari worked in rotation.
πŸ“¦ PACK
Costs: any card
Move ice blocks from your supply or a Pond into a connected Ice House. Costs 1 Sawdust to activate the Ice House's insulation bonus. Opponents may also PACK into your Ice House (paying you Β£1/block).
Sawdust was the primary insulator β€” poured between blocks. Cork and straw also used. A good pack job let ice survive 6–8 years.
🚚 SHIP
Costs: Customer card (out-of-network) OR any card (in-network)
Move ice from Ice House (or directly from supply if adjacent) to a connected Customer. Score VP based on state: Crystal=3, Standard=2, Aged=1. Customer minimum state must be met. Earn income equal to Customer's income value.
Tudor's first shipment to Martinique: 130 tons dispatched, 100 arrived. The loss was acceptable β€” the market was proven.
πŸ›· OPEN ROUTE
Costs: any card
Place a link tile between two adjacent locations. Choose: Ice Road (Β£2, winter only, no melt cost), Gravel Road (Β£4 + Horse Team, year-round, melt cost 1), Railroad (Β£8 + Steam Token, year-round, no melt cost). 2 links in one action costs extra Beer.
Ice Roads cut directly across frozen lake surfaces β€” passable only in winter but free of melt since ambient temperature kept ice cold. Gravel roads jostle ice for hours in warming air.
πŸ— ESTABLISH
Costs: matching card OR any card (in-network)
Build a building tile from your Player Mat at a valid location. Pay cost (money + resources). Frozen Ponds only at Lake Zones; Ice Houses and Sawmills at Town Zones. Steam Engines at Town Zones only.
The Branicke ledarny in Prague held 20,000 tons of ice. Industrial-scale icehouses were engineering marvels of the 19th century.
⬆ UPGRADE TECHNIQUE
Costs: any card + 1 Sawdust
Remove your lowest-level building from your Player Mat (discard to box). This skips you to higher-level buildings. Sawdust represents "improving your methods" β€” reapplying knowledge. Up to 2 buildings per action.
Wyeth's horse-drawn ice plow (1825) tripled harvest efficiency overnight. Companies that didn't upgrade lost market share within a decade.
πŸ”­ SURVEY
Costs: discard 3 cards
Draw 2 Lake Tiles from the face-down lake stack. Place 1 in a valid position (adjacent to existing lake tiles), return the other. OR take 1 Wild Lake + 1 Wild Customer card instead.
Ice companies sent scouts on horseback in autumn to identify frozen ponds for the coming winter. Finding clean, still, deep water was valuable intelligence.
πŸ’° BORROW AGAINST THE HARVEST
Costs: any card
Take Β£30 from the bank. Permanently lower income by 3 levels. Loans are never repaid. Reflect on whether this year's harvest will justify it.
Frederic Tudor borrowed heavily to fund his early voyages. His creditors were skeptical. The India shipment eventually made him a millionaire β€” after years of debt.
β›Έ The Tudor Gamble (Once Per Era)
Ship 5+ blocks to a Customer at least 3 route links away. Resolve on arrival: Crystal/Standard β†’ double VP. Aged β†’ lose all blocks + pay Β£5. The gamble is whether you can get them there before they age. Named for Tudor's first voyage to Martinique β€” risky, historically transformative.
πŸ”” The Ice Man's Bell (Era 3+)
Once per season, when you SHIP to a residential Customer (Mansion, Household), place your Bell token on that Customer. No other player may SHIP to it this round. Historically: icemen announced their route with a distinctive bell; customers came out to the wagon. First come, first served.
🀝 Player Interaction Rounds 2, 6 β€” Brass-Style Interdependency

The key insight from Brass: Birmingham β€” players must use each other's resources. The Ice King implements this through three interlocking systems:

🏠 Shared Ice Houses β€” The Storage Market
Any player's Ice House can hold any other player's ice. The owner earns Β£1 per block stored by opponents. When you PACK into an opponent's Ice House, your ice benefits from their insulation level. This creates the Brass dynamic: building a Level 3 Ice House makes you valuable to everyone β€” they'll pay to store in yours, AND you protect their ice (at their expense). Building Ice Houses is building a service business.
Large commercial icehouses like Wenham Lake's operations stored ice for dozens of distributors and companies simultaneously. The icehouse owner was a landlord, not just a harvester.
⚑ Customer Demand Events β€” The Race
Each active Customer has a small Demand Deck (5 cards). Every round, flip 1 Demand Card from a random active Customer. Examples:
🚨 URGENT ORDER
The City Hospital needs 4 Crystal blocks within 2 rounds β€” outbreak of fever.
First to deliver: +4 VP bonus. After 2 rounds: event expires.
πŸ“ˆ PREMIUM PRICES
The Grand Brewery is paying double this season β€” unusually hot summer.
All SHIP actions to any Brewery this round: VP +1 per block.
πŸŽ‰ GRAND OPENING
New Luxury Hotel opening in the port district. First delivery establishes your brand.
First player to SHIP to this customer ever: permanently earn +1 VP whenever you SHIP here.
πŸ†˜ Ice Famine Crisis Pool β€” Prisoners' Dilemma
When an Ice Famine Season Card is drawn: all unprotected ice degrades 2 extra states. Players may contribute to the Crisis Pool β€” each Β£1 mitigates 1 state of extra degradation for everyone. After contributions are secret-simultaneously revealed, those who contributed most choose from "Emergency Premium" orders first (+2 VP/delivery this round). Free-riders benefit from others' sacrifice but lose the priority.
Ice famines of 1860, 1872, and 1889-90 sent NYC ice prices to 40Β’/ton. Companies scrambled to serve desperate customers. Cooperation was sometimes the only option.
🐎 Sawdust as Shared Resource (Like Iron in Brass)
Sawdust produced by Sawmills can be used by ANY player β€” no network connection required. This means building a Sawmill benefits everyone, but earns the builder income from the Sawdust Market. Like Iron Works in Brass: a public good that's privately profitable. The player who controls the most Sawmills controls the insulation economy.
πŸ— Buildings
❄ Frozen Pond
Source of ice. Built at Lake Zones only.
L1: Cut 3 blocks/action. Removed at year end.
L2: Cut 5 blocks/action. Persists across years.
L3: Cut 7 blocks + always Crystal in Deep Freeze. Requires cold winter.
Flips when all ice cut from it. Scores VP at year end.
🏠 Ice House
Stores and insulates ice. Built at Town Zones. Any player's ice may be stored here.
L1: Holds 4 blocks. 2Γ— slower decay.
L2: Holds 8 blocks. 3Γ— slower decay. Earns Β£1/opponent block.
L3: Holds 12 blocks. No decay in any season. Locks state.
Flips after first successful delivery from it.
πŸͺ΅ Sawmill
Produces Sawdust insulation. Built at Town Zones. Sawdust usable by ALL players.
L1: Produces 3 Sawdust when built. Auto-sells excess to market.
L2: Produces 5 Sawdust. Earns Β£1 per opponent's Sawdust use.
Flips when last Sawdust cube removed. No connection needed to use its output.
🐎 Stable / πŸ”§ Steam Engine
Enables transport. Stable (Eras 1-3) / Steam Engine (Eras 4-5).
Stable L1: 2 Horse Team tokens. Required for Gravel Roads.
Stable L2: 4 Horse Tokens. Can field 2 routes simultaneously.
Steam Engine: 3 Steam Tokens. Required for Railroads. Eras 3+.
Flips when all tokens consumed. Beer is needed for 2-link actions (both types).
βš™ Ice Factory
Produces White Ice year-round. Era 3+ only. Unlocked by Historical Event choice.
L1: Produces 2 Standard blocks per year regardless of season.
L2: Produces 4 Standard blocks. Cannot degrade below Standard.
Factory ice never achieves Crystal state. Some customers reject it. Industrialist company ignores this penalty.
πŸ”§ Mechanical Refrigerator
Era 5 only. Pivot to the new market. Replaces ice delivery with refrigeration service.
Scores 2 VP at end of each era turn it's active. Closes 1 natural customer (they no longer need ice). Victory path: build 3 to trigger endgame.
GE's Monitor Top refrigerator (1927) began consumer shift. 90% of US homes had refrigerators by 1950.
πŸ›· Transport Links Round 10 β€” Physics-Based

Three link types. Each behaves differently based on ice physics β€” players intuitively understand why.

πŸͺ Customer Tiles

Placed at board edges. Each has a Demand Deck (5 cards), a minimum ice state requirement, VP value, income bonus, and a beer-barrel bonus (like Brass: Birmingham's merchant beer mechanic). Each customer is historically grounded.

🍺 The Brewery
Requires: Standard+
2 VP/block | Income +1
Beer barrel bonus: Free UPGRADE TECHNIQUE action
Breweries were the ice industry's biggest clients. Lager required cold fermentation β€” ice was existential for them.
πŸ₯ City Hospital
Requires: Crystal only
3 VP/block | Income +2
Beer barrel bonus: Advance Income Marker 2 spaces
Hospitals needed pure ice for surgery and fever treatment. Cloudy ice was rejected as unsanitary.
🏨 Luxury Hotel
Requires: Crystal or Standard
3 VP Crystal / 2 VP Standard | Income +2
Beer barrel bonus: Gain 3 VP immediately
Hotels served ice in drinks β€” appearance mattered. Wenham Lake ice was renowned for perfect clarity.
🐟 Fishmonger
Requires: Any state
1 VP/block | Income +2 (volume)
Beer barrel bonus: Receive Β£6
Fish preservation was ice's most common industrial use. Quantity over quality β€” aged ice preserved fish just as well.
🍦 Ice Cream Parlor
Requires: Standard+
1 VP/block + 1 VP per 3 blocks (volume bonus)
Beer barrel bonus: Draw 2 cards, keep 1
Italian gelato and American ice cream drove enormous demand in summer. The more you delivered, the more they sold.
πŸ› The Palace
Requires: Crystal only
4 VP/block | Income +1
Beer barrel bonus: Score VP equal to your company reputation
Emperor Nero transported Alpine snow to Rome. Chinese emperors distributed ice as imperial honor. Premium ice was a status symbol for millennia.
🏭 Meatpacker
Requires: Any state
2 VP/block | Income +3
Beer barrel bonus: Immediately PACK 3 blocks for free
Meatpacking was transformed by refrigeration. Chicago's meatpacking industry consumed ice by the trainload.
βš“ Export Port
Requires: Standard+
3 VP/block | Income +2 | Long route required (3+ links)
Beer barrel bonus: Trigger a Tudor Gamble immediately
Tudor shipped to Calcutta, 4-month voyage. 100 of 180 tons survived. The export trade was high risk, high reward.
🏒 Asymmetric Companies Round 8 β€” Historically Grounded
The Pond Baron
Inspired by: Wenham Lake Ice Company, Massachusetts
βœ“ Starts with 1 Level 2 Frozen Pond already built
βœ“ Your ponds always produce Crystal ice in Deep Freeze
βœ“ Other players pay you Β£1 to use Crystal from your ponds
βœ— Gravel Roads cost +Β£1 (you prefer frozen routes)
The Export King
Inspired by: Frederic Tudor, "Ice King of Boston"
βœ“ Starts connected to one distant Port Customer
βœ“ First delivery to any new Customer type: +3 VP bonus
βœ“ Tudor Gamble: always succeeds if 6+ blocks shipped
βœ— Starts with 6-card hand (always trading, less storage)
The Ledari
Inspired by: Czech ice harvesting teams (10-12 specialists)
βœ“ Starts with Master Cutter Specialist (harvest +2 in Late Ice)
βœ“ Can ESTABLISH Ice Houses in any Town Zone (no network needed)
βœ“ PACK action costs no card (moving ice is your expertise)
βœ— Sawdust costs +Β£1 (hand-applied traditional methods)
The Industrialist
Inspired by: Carl von Linde, mechanical refrigeration pioneer
βœ“ Starts with Ice Factory blueprint (Era 3+ only)
βœ“ Factory ice never degrades below Standard state
βœ“ Mechanical Refrigerators cost Β£3 less (Era 5)
βœ— Cannot build Level 3 Frozen Ponds (pivoting away)
πŸ‘€ Specialists (Recruitable Each Era)

A shared tiered tray. Your Reputation level determines which tier you can recruit from. Specialists have a Junior side and Senior (promoted) side β€” promotion flips the card but briefly takes them offline. Promoting is a tempo sacrifice for long-term power.

SpecialistEra AvailableJunior AbilitySenior (Promoted) AbilityHistorical Root
The Ice Cutter1++1 block per CUT action+2 blocks; can CUT in Late Ice at full rateLedari teams' primary worker; first to go onto the ice
The Pike Man1+Float blocks to Ice House for free (no link needed if adjacent)Float blocks 2 locations; PACK costs 0Pike poles guided floating blocks down cut channels toward the icehouse
The Horse Wrangler2+Horse Teams cost Β£1 lessOPEN ROUTE costs 0 Horse Teams (your horses are always ready)Calked horseshoes (metal studs) let horses cross ice β€” a specialist skill
Frederic Tudor2+Export Port SHIP costs βˆ’Β£2Once per era, deliver to ANY customer ignoring distance and state requirements"Ice King of Boston" β€” opened India trade 1806, made $220,000 by 1850
Nathaniel Wyeth3+ESTABLISH Ice Plow upgrade for freeAll your Frozen Ponds produce +2 blocks without extra costInvented horse-drawn ice plow ~1825; revolutionized harvest efficiency
Carlo Gatti4+London Port Customer unlocked; +1 VP per block shipped thereAll Port Customers score +2 VP when delivering Crystal iceSwiss-Italian who brought Norwegian ice to London 1857; built famous ice wells on Regent's Canal
The Last Harvester5 onlyOne of your Frozen Ponds ignores Ice Famine eventsContinue cutting after first Customer Defection waveBaltazar Ushca (1944–2024): last ice merchant of Mount Chimborazo; 50-year tradition
πŸ“… The 5-Era Campaign

Each era is a self-contained game (90–150 min) with unique map configuration, scoring goals, and one new mechanic. No permanent board changes β€” the Chronicle booklet records the story. After each era, players vote on one Historical Event that modifies the next era's rules.

EraName & PeriodSeason WheelNew MechanicScoring GoalsHistorical Event Choices
1 The Ice Pits
500 BCE – 1700 CE
Persia Β· China Β· Rome
3-position only:
Freeze Β· Summer Β· Freeze
None β€” Tutorial. Pure: CUT, PACK, SHIP, ESTABLISH. Most Crystal deliveries Β· Largest continuous Ice House chain Β· Most Camel Routes built "Persian Yakhchāl Mastered" β†’ +1 Ice House capacity in Era 2
"Silk Road Trade Opens" β†’ Export Port added in Era 2
"Han Dynasty Ice Administration" β†’ Sawmill produces +1 Sawdust in Era 2
2 The First Trade
1750 – 1830
New England Β· Caribbean
4-position:
Freeze Β· Harvest Β· Thaw Β· Summer
Season Wheel introduced. Horse Teams. SURVEY action. Most money earned Β· First to SHIP to 3 different customer types Β· Longest route "Tudor's Martinique Voyage" β†’ Export Port opens early in Era 3
"The Hudson Famine of 1816" β†’ +2 Famine cards in Era 3 Season Deck
"Wyeth's First Plow" β†’ All players get free Level 2 Pond upgrade in Era 3
3 The Ice King
1830 – 1870
New England Β· India Β· UK
Full 6-position wheel + bimodal Season Deck Crystal/Standard/Aged states. Demand Events. Tudor Gamble. Specialists Tier 1–2. Modular lake discovery. Most customer types reached Β· Most Crystal ice delivered Β· Most VP from Tudor Gambles "Wenham Lake Quality Recognized" β†’ Crystal ice +1 VP permanently in Era 4
"Norway Enters the Market" β†’ All players unlock Export Port in Era 4
"Great Ice Wars of Wisconsin" β†’ rival Ice Houses can block each other once per era in Era 4
4 The Export Wars
1870 – 1910
Norway Β· Czech Β· Global
Full wheel + extra Famine cards (3β†’5) Ice Factory tiles. Ice Wagons (passive delivery). Asymmetric company powers activated. Railroads available. Specialists Tier 3–4. Ice Famine Crisis Pool. Market domination (most customer types) Β· Most Ice Wagon passive deliveries Β· Most Sawdust produced (shared economy) "GE Monitor Top Announced" β†’ Customer Defection begins in Round 3 of Era 5 (not Round 1)
"Last Great Famine, 1889" β†’ +3 Famine cards in Era 5
"Refrigerator Railcars Standardized" β†’ Railroads cost Β£2 less in Era 5
5 The Last Harvest
1910 – 1950
Collapse & Survival
Full wheel; Famine cards dominate; Early Thaw fires more Customer Defection (1-2 customers close each round). Mechanical Refrigerator tiles. Dual victory path. Specialists Tier 5. The Last Harvester. DUAL PATH: Last Harvester: most deliveries to surviving natural customers | Pivot: most Mechanical Refrigerator VP. Players choose their ending. (Campaign ends β€” Chronicle booklet completed. Highest cumulative score wins.)
❄ The Wenham Window (Every Era, Round 1 of Deep Freeze)
The first time the Season Wheel hits Deep Freeze in any era: the player with the most Frozen Ponds produces 1 free Crystal block. No action, no card cost. It simply appears. Named for Wenham Lake, Massachusetts β€” whose exceptionally clear, slow-freezing spring-fed water produced the finest ice in the world, shipped to Queen Victoria and the Calcutta elite alike.
πŸ“– The Era Chronicle Board (Shared, Persistent)
A shared board with 5 column tracks (one per era) recording: Era winner's company name Β· The Historical Event that occurred Β· Heirloom Building (winner's Level 3 building starts pre-built in next era) Β· Running VP totals. The Chronicle is the campaign's memory β€” your group's unique version of ice harvesting history. After 5 eras, tally total VP across all eras. Highest sum wins the campaign.
πŸ“œ Historical Flavor β€” Real Events as Game Mechanics
The Tudor Gamble
Era 2+ Β· Named Mechanic
Ship 5+ blocks to a customer 3+ links away. Crystal/Standard arrives: double VP. Aged arrives: lose all + Β£5. Press-your-luck named for history's most famous ice gamble.
Tudor's 1806 Martinique voyage: 130 tons dispatched, 100 survived, market proven.
The Wenham Window
Every Era Β· Automatic Trigger
First round of Deep Freeze: most-ponds player gets 1 free Crystal block. Represents Wenham Lake's legendary clarity β€” the only ice clear enough to read a newspaper through.
Wenham ice was served to Queen Victoria; barrels sent to every major city in the world.
Ice Famine Crisis Pool
Era 2+ Β· Event Mechanic
Secret-simultaneous contribution to mitigate Ice Famine's damage. Contributors choose Emergency Premium customers first. A prisoners' dilemma every time it fires.
1889-90: warmest winter on record; Hudson harvests failed; NYC price hit 40Β’/ton.
The Ice Man's Bell
Era 3+ Β· Blocking Token
When shipping to a residential customer, place your Bell token there. No competitor can ship to it this round. First come, first served β€” just like the real ice wagon route.
NYC had 1,500+ ice wagons by 1890s; icemen announced routes with a distinctive bell.
Customer Defection
Era 5 Β· Core Mechanic
Each round, flip a Defection Card β€” 1-2 customers permanently close. The market shrinks in real time. Players race to serve the last remaining natural ice customers or pivot to refrigeration.
GE Monitor Top (1927) began the shift. 90% of US homes had refrigerators by 1950.
The Norway Challenge
Era 4+ Β· Strategic Choice
Declare "Norwegian Export Strategy" at era start: all Port Customer deliveries score +1 VP, but you can only use Gravel Roads or Railroads (no Ice Roads). Norway shipped β€” never sledded.
Norway surpassed US ice exports by 1870s; shipped 1 million tons/year at peak to UK market.
Ice Wagon Passive Engine
Era 4-5 Β· Late-Game Mechanic
Deploy Ice Wagon action: place wagon token on a customer route. Each round it auto-delivers 1 block if you have storage. Wagons can be outbid by competitors who open rival routes.
NYC had 1,500+ daily delivery wagons by the 1890s. Building routes was building a distribution empire.
Yakhchāl (Era 1)
Era 1 Β· Building Type
Persian ice pit replacing the Ice House in Era 1. Uses Clay (not Sawdust) for insulation. Sarooj β€” a mortar of sand, clay, egg whites, lime, and ash β€” made pits nearly waterproof. Functional through summer.
Persian yakhchāls (~400 BCE) used passive cooling and thick mud walls. The word today means "refrigerator" in Farsi.
πŸ”ƒ Turn Structure

Each Round

  1. Demand Events: Flip 1 card from a random active Customer's Demand Deck
  2. Player Turns: Each player takes 2 actions (1 card each). Pass costs 1 card.
  3. Ice Decay Step: All unprotected ice degrades per current season rate
  4. Season Card: Active player draws from Season Deck β†’ advance wheel, apply effect
  5. Turn Order Reset: Least operating cost spent this round goes first next round
  6. Income: Collect income track value in Β£
  7. Refill Hand: Back to 8 cards

End of High Summer (Scoring)

  1. Building VP: Score all your flipped buildings
  2. Delivery VP: Already scored when shipped β€” no additional scoring
  3. Link VP: Final summer only β€” score 1 VP per adjacent location icon; links removed
  4. Ice House VP: 1 VP per 3 remaining stored blocks

Turn Order Logic

Determined by total operating costs spent this round. Least cost = first. Thematic: the most efficient ice merchant (least waste) earns priority. Rushing deliveries loses you turn order if you overspend.

🧠 Design Philosophy

What We Kept From Brass: Birmingham

  • Every action costs 1 card β€” hand management is existential
  • Dual-use cards (named = reach outside network; any = fuel any action)
  • Buildings score only when "flipped" (activated)
  • Opponents' resources are YOUR resources (Shared Ice Houses = Brass's coal)
  • Sawdust = Iron (anyone can use it, no connection needed)
  • Horse Teams/Steam = Beer (needed for network expansion)
  • Turn order by spending (least cost = priority)
  • Income track as operational funding
  • Loans: real money vs. permanent income loss

What Makes This Different

  • Ice degrades β€” primary resource is a clock, not stable
  • Season Wheel with bimodal deck β€” you feel winter ending
  • Demand Events β€” customer tiles are alive and competitive
  • Ice Famine Crisis Pool β€” prisoners' dilemma within competition
  • Three link types with physical logic (why each behaves as it does)
  • 5-era campaign with Historical Event choices shaping the narrative
  • Asymmetric companies rooted in real historical figures
  • Era 5 dual victory path (survival vs. pivot to modernity)
  • Named historical mechanics: Tudor Gamble, Wenham Window, Ice Man's Bell
Still to resolve: Exact card counts per Lake/Customer type Β· VP numbers for each building level Β· Income track layout Β· Map geographic specifics Β· Specialist tray tier assignments Β· Campaign chronicle booklet format Β· Solo mode adaptation