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What is this game?
You lead a team of ice harvesters. You cut ice from frozen lakes, pack it into your icehouse before it melts, and fulfill customer orders before summer comes. Three things define every decision: the weather, your crew, and the shape of your icehouse.
  • 👥Players: 2–4 (solo vs. Historical Market automa included)
  • Time: 90–130 min per era · 5-era campaign across 5 separate sessions
  • 🎯Weight: Medium-heavy — comparable depth to Viticulture, A Feast for Odin
  • 📜History: Real ice harvesting from 500 BCE Persia to 1950 decline. Every mechanic traces to a documented event.
  • What makes it different: No hand of cards. No network building. The game engine is weather + crew deployment + a spatial icehouse puzzle.
The natural ice trade peaked in the 1890s with 90,000 workers and $28M capitalization. It was entirely gone within 60 years, killed by mechanical refrigeration.
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The board
Three zone types connected by fixed channels
  • 🔵Lake Zones (inland, blue): Where your Cutter works. Ice forms here when accumulation is high enough. You build Frozen Ponds here to increase yield.
  • 🟡Town Zones (mid-board, yellow): Where you build Icehouses, Sawmills, Stables. The central hub "Harrowfield" has the most channel connections.
  • 🟠Market Zones (board edges, orange): Where your Hauler delivers ice to fulfill Customer Orders. Ice must reach here via channels before you can ship it.
  • Channels (printed on board): Fixed paths between zones. Ice flows along open channels automatically each round. Your Floater opens and closes Sluice Gates on these channels.

Unlike a Brass-style game, you don't build the network — the channels exist. You control the flow through them. A channel is useless without an open gate; a gate without ice upstream does nothing.

Real ice channels were cut into frozen lake surfaces to guide floating blocks toward the icehouse loading dock. Permanent wooden sluice gates controlled the flow — the same gate could serve multiple harvesters.
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The Temperature Track
The core driver — not a Season Wheel
A shared thermometer, −20°C to +20°C. It rises and falls every round via Weather Cards. There are no fixed seasons — only weather. A cold snap in June can save you. A warm spell in January can ruin you.
THICK ICE
Crystal
< −12°
NORMAL ICE
Standard
−12° to −5°
THIN ICE
Fragile
−5° to 0°
FREEZE
POINT
0°C
NO HARVEST
Slow melt
0° to +10°
NO HARVEST
Fast melt
> +10°
  • Below −12°C: Thick ice. Your Cutter can harvest Crystal blocks. Best yield per cut.
  • −12°C to −5°C: Normal ice. Standard blocks only. Reliable harvest.
  • 🌊−5°C to 0°C: Thin ice. Standard blocks but fragile — they decay 1 step faster than normal in transit. Can still harvest.
  • Above 0°C: No harvest. Ice decays: 0–10°C = 1 state per 2 rounds; above 10°C = 1 state per round.
  • 💡The key: temperature rises AND falls. A warm spell doesn't end winter permanently. Watch the trend cards.
Ice harvesters tracked daily temperatures obsessively. They needed sustained cold — a single warm day could crack the surface and delay the whole operation by a week.
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The Cold Accumulation Track
How thick ice grows over days of sustained cold

A secondary track counting consecutive days the temperature has stayed below −5°C. This is how ice thickness builds. Higher accumulation = better ice.

0
1
2
3
4
5
6
7
Standard
8
9
10
11
12
13
14
💎 Crystal
15
16
17+
  • 📉Each warm day above 0°C: accumulation drops by 3. One week of warm weather can erase two weeks of cold.
  • 🎯The key decision: commit your Cutter now at Standard, or wait for Crystal? Every warm Weather Card threatens your accumulation. The Factor can read the upcoming Weather Card before you decide.
  • Wenham Window: the first round accumulation crosses Day 14 each year, the player with the most ponds gets 1 free Crystal block. Named for Wenham Lake, Massachusetts — the world's finest natural ice.
Real harvesters needed -12°C sustained for 2+ weeks to reach 12-inch ice thickness — the minimum for safe horse operations. A single thaw could crack the surface and require starting the countdown again.
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Ice States
What you cut, store, and sell — and how it degrades
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3
CRYSTAL
Accum. Day 14+
Deep cold only
2
STANDARD
Accum. Day 7+
Most harvests
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1
AGED
Sat too long
Industrial only
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PUDDLE
Lost. 0 VP.
  • Below −5°C: ice doesn't decay at all, even unprotected.
  • 🌡0°C to +10°C: decay 1 state per 2 rounds unprotected; icehouse edge cells: 1 per 3 rounds; icehouse center cells: 1 per 2 rounds.
  • Above +10°C: decay 1 state per round unprotected. Spring Thaw is the crisis.
  • 🏥Customer minimums: Hospital = Crystal only. Export Wharf = Standard+. Fishmonger = any. Mismatch = rejected order.
Wenham Lake ice was prized for being crystal-clear — you could read a newspaper through a block. This clarity came from the lake's depth, stillness, and clean spring-fed water. River ice was always cloudy.
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Weather Cards
Two drawn per round — the game's randomness is all here

Each round: draw 1 Trend Card (long-range: +2 or −3°C over the coming rounds) and 1 Event Card (short-range: this round only). Apply both to the temperature marker.

❄❄Snap Freeze−6°C this round. Accum. +2.
Cold Night−3°C. Accum. +1. Standard harvest.
Normal DayNo change. Accum. +1 if below 0°.
🌤Warm Spell+4°C. Accum. −3. No thin ice cuts.
💧Thaw Front+8°C this round. Accum. −5. Crisis.
Ice FamineAccum. → 0. No CUT. Crisis Pool fires.
  • 📚Deck shape: like Viticulture's visitor cards — a Trend Deck (8 cards) and an Event Deck (10 cards) drawn from separately. Reshuffled independently. The two decks create compound effects you learn to read.
  • 🎓The Factor's power: the Factor specialist can look at the top card of either deck before the crew is deployed. This is the most powerful information advantage in the game.
  • Ice Famine: only 1 in the Event Deck per era. But when it fires, the Cold Accumulation Track resets to 0. Everything you built up is gone. See Chunk 20.
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The Crew Pipeline
Five specialists. Five stages. Deploy them all each round.
You have 5 crew members. Each round you assign all 5 to stages. Each worker can only do their one job. Unassigned stages are skipped — ice doesn't move through them. The bottleneck you choose IS your strategy.
🪚CUTTERCuts ice at lake
🎣FLOATEROpens sluice gate; ice flows
🏗BUILDERPacks ice into grid optimally
📋FACTORBoosts any stage ×2; reads weather
🚚HAULERDelivers ice to fulfill order
  • 🔄Simultaneous deployment: all players secretly assign crew, then reveal together. You don't know where rivals placed their Factor until reveal.
  • 💡The core decision every round: which stage is your bottleneck? Double it with the Factor. Today it might be delivery (Hauler+Factor for more blocks shipped). Tomorrow it's harvest (Cutter+Factor to bank ice before the thaw).
  • 🚶Moving workers: reassigning a worker more than 1 stage from last round costs 1 Sawdust (they have to walk there). Moving the Factor across the whole pipeline = 2 Sawdust.
  • Skipping stages is valid: no Floater means ice doesn't flow through channels — it stays at the lake. No Builder means arriving ice packs randomly into the worst available grid cells.
Czech ledari teams had exactly 10-12 men, each with one specialized role. The Factor (supervisor) decided when ice was thick enough to cut, how fast to work the saws, and when to stop for safety. His judgment was the difference between a profitable season and a lost one.
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The Cutter
Stage 1 — Cuts ice at a connected lake
🪚 CUTTER deployed at a Lake Zone
No card cost. The worker IS the cost.
Cut ice blocks from a Frozen Pond at this lake. The number and quality of blocks depends on:

· Cold Accumulation level — how many cold days have built up (see Chunk 4)
· Current temperature — below −12°C = Crystal possible; −5° to −12°C = Standard; thin ice = Standard only
· Pond level — Level 1: 3 blocks base; Level 2: 5 blocks; Level 3: 7 blocks

Cut blocks go to the channel zone directly below — awaiting the Floater.
  • 💎Crystal bonus: if accumulation ≥ Day 14 AND temperature below −12°C, all blocks cut this round are Crystal. Otherwise Standard at best.
  • Factor boost: Cutter + Factor = double the blocks cut this round. The most common Factor placement in early winter.
  • 🔬Expert Cutter (Level 3): can choose to cut only the top layer (fewer blocks but guaranteed Crystal when conditions are borderline). Junior Cutter cannot distinguish — they cut whatever is there.
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The Floater & channels
Stage 2 — Ice flows automatically when gates are open
🎣 FLOATER deployed at a Channel Zone
No card cost.
Opens 1 Sluice Gate on a channel. Ice in the zone above flows into the zone below along that channel.

· One Floater = one gate = one channel segment per round
· Ice flows ONE step per open gate per round (gravity)
· Without a Floater, cut ice sits at the lake, accumulating and degrading
· Multiple open gates = ice flows multiple steps if there's a chain of open gates
  • 🌊Automatic flow: once a gate is open, it stays open until your Floater closes it (or reassigns). You don't need to keep your Floater there — just open it once. This lets the Floater manage multiple gates over several rounds.
  • 🤝Shared channels: if two players' ice is in the same channel zone, opening the gate benefits both. A shared channel is a shared interest — and a potential conflict over priority.
  • Factor boost: Floater + Factor = open 2 gates this round. Can daisy-chain a long path in one turn.
  • No Floater: ice stays where it was cut. It decays based on its position. On warm days, un-flowed ice at an open lake zone decays fast.
Real ice channels cut in frozen lake surfaces had wooden sluice gates. Opening the gate let blocks float toward the icehouse canal. The floater (pike pole operator) guided blocks with a long hooked pole — the original logistics worker.
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The Builder & the Icehouse Grid
Stage 3 — Packs arrived ice into your spatial storage puzzle

Your icehouse isn't a number — it's a grid. Ice blocks are stacked as physical tiles. The Builder's job is to pack them optimally.

ICEHOUSE GRID (5 wide × 4 deep)
↑ SHIP from exposed top cells only
·
💎
·
💎
·
🌫
↓ PACK new ice here (bottom row first)
Left/right edge cells (dark) = wall-insulated
Center cells = exposed, faster decay
  • Pack from the bottom: new ice arrives at the lowest empty row. You must fill bottom rows before placing above.
  • Ship from the top: the Hauler can only take blocks from cells exposed at the top of each column. Ice below is inaccessible.
  • Edge insulation: column 1 and column 5 are the icehouse walls — ice there decays 1× slower.
  • No Builder: arrived ice is placed randomly by default (worst available cells). Often the center, always uninsulated.
  • The puzzle: pack Crystal ice deep and early (it'll be well-protected at the bottom). But then Standard/Aged sits on top and you must clear it first before you can get to your Crystal for a premium Hospital order.
  • Block shapes: 1×1 chips, 1×2 half-blocks, 2×2 full blocks. 2×2 blocks are most efficient per VP but take 4 cells — shape matters.
Real icehouses packed blocks in tight layers with sawdust between each layer. Deeper blocks were inaccessible without removing the ice above — the LIFO problem was a genuine engineering challenge. Prague's largest icehouse (1909) installed three elevators specifically to reach deep-stored ice.
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The Factor
Stage 4 — The supervisor. Doubles any stage. Reads the weather.
📋 FACTOR deployed at any stage
No card cost. Assigned alongside another worker at the same stage.
The Factor doubles the output of the stage they're assigned to this round:
· Cutter + Factor = double blocks cut
· Floater + Factor = open 2 gates instead of 1
· Builder + Factor = pack 2 ice-block shapes optimally instead of 1
· Hauler + Factor = deliver to 2 orders instead of 1 this round

Special ability: before crew deployment, the Factor may look at the top card of either Weather deck. This is the strongest information advantage in the game.
  • 🔑The Factor is the hardest decision each round. There's always one stage that could use doubling more than the others. Reading the situation correctly is the skill.
  • 🏢Ledari company bonus: their Factor can also serve as a substitute for any missing worker (acts as a wildcard at one stage with half output instead of full). No other company has this.
The Factor was paid more than any other worker — he was responsible for the whole operation. A bad Factor decision (cut too early, wrong thickness, missed the thaw) cost the whole season. The best Factors were worth their weight in ice.
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The Hauler
Stage 5 — Delivers ice to fulfill a Customer Order
🚚 HAULER deployed at a Market Zone
No card cost. Must have a Customer Order drafted this round.
Takes ice blocks from the exposed top cells of your Icehouse Grid and delivers them to fulfill your drafted Order.

· Ice must meet the Order's minimum state requirement (e.g., Hospital = Crystal only)
· Score VP immediately when order is fulfilled (on delivery, not at round end)
· Excess blocks above the order quantity remain in your icehouse
· Quality premium: if delivered ice is 1 state better than required, +1VP per block
  • No Hauler = no delivery. You can draft an order but if your Hauler isn't deployed at a Market Zone, nothing ships. The order expires next round.
  • Hauler + Factor = fulfill 2 orders this round (draw 2 orders instead of 1 during the draft phase, fulfill both).
  • 🔔Ice Man's Bell: once per season, the Hauler can ring the Bell — place your Bell Token on a Market Zone. No other Hauler can deliver there this round. Historically: icemen announced their routes with a distinctive bell, first come first served.
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Customer Orders
Rotating private demands — not static tiles
Each round, 3 Customer Orders are revealed face-up. Each player secretly drafts 1. Then all are revealed simultaneously. You know who took what. Your Hauler must fulfill your order this round or next.
🏥 City Hospital
4 Crystal blocks needed. This round only.
12 VP
⚡ Urgent — expires end of round
🍺 The Brewery
6 Standard+ blocks. By end of season.
8 VP
+2 VP if Crystal delivered
🐟 Fishmonger
10 Any blocks. 3 rounds.
7 VP + £4
Volume play — no quality req.
⚓ Export Wharf
5 Standard+ blocks. End of season.
14 VP
Blocks must pass 3+ gates. Tudor Gamble available.
  • 🔐Private drafting = strategic uncertainty. You see the same 3 orders but don't know which rival took what until reveal. Did they take the Hospital order (Crystal needed — hard to fill) or the Fishmonger (easy but low VP)?
  • Urgent orders: expire at end of this round. Miss them and they're gone. Forces your Hauler this round even if inconvenient.
  • 💎Quality premiums: most orders reward exceeding the minimum. Delivering Crystal to a Standard-minimum Brewery earns +1VP per block. Crystal ice always scores better than required.
  • 📉Unfulfilled orders: if you can't fulfill your drafted order this round, it carries to next round but loses its quality premium. Two rounds of non-fulfillment = order lost entirely, −1VP penalty.
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Order suits & bonuses
Three suits — fulfill a run of three for a season bonus

Every Order belongs to one of three suits. Fulfill 3 orders of the same suit in a single season and earn the suit's bonus at season end.

SuitOrder typesSeason bonus for 3-run
💎 QualityHospital, Palace Gate, Luxury Hotel+3VP for most Crystal blocks delivered this season
📦 VolumeFishmonger, Meatpacker, Ice Cream ParlorFirst to 20 total blocks delivered draws 2 extra orders next season
SpeedUrgent orders only (marked with ⚡)Your Hauler acts before all other Haulers this season (priority delivery for remaining rounds)
  • 🎯Suit strategy: if you see two Quality orders in a row and you can fulfill them, aggressively chase the third. A Quality run bonus is worth 3-5 extra VP.
  • 🤔Tension: the highest-VP individual order might break your suit run. Is 14VP on the Export Wharf (no suit) worth more than 8VP on a Brewery order that completes your Volume run? Usually yes, but not always.
Inspired by Arcs' trick-taking suit system — matching suits creates compound rewards, turning individual decisions into a meta-strategy that spans the whole season.
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Turn structure
What happens every round
#StepWhat happens
1WeatherDraw 1 Trend Card + 1 Event Card. Adjust temperature marker and accumulation track.
2Order DraftReveal 3 Customer Orders face-up. Each player secretly drafts 1 (or passes). Reveal simultaneously.
3Crew DeploymentAll players secretly assign their 5 crew members to stages. Reveal simultaneously.
4Pipeline ResolvesStages fire in order: Cut → Float → Build → Inspect → Haul. Each stage resolves for all players in turn order before the next stage fires.
5Thaw AdvanceIf temperature above 0°C: the warm front marker moves 1 step inward from the south edge of the board.
6Icehouse DecayEach block in your icehouse grid decays based on temperature and grid position (edge = protected; center = exposed).
7IncomeCollect income from fulfilled orders (printed on fulfilled order cards). Buildings that flipped this round add to income track.

The era ends when the Weather Deck runs out (~16 rounds). Score: VP already earned from fulfilled orders + building VP at season's final summer + link VP (if playing with channel ownership rules).

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The Thaw Advance
Inevitable, predictable, unstoppable — like Spirit Island's invaders

Each round that temperature is above 0°C, a Thaw Marker advances 1 step from the southern board edge (market zone) toward the lake zones. When it reaches a zone, ice at that zone cannot be cut or stored there next round.

  • 📍You can see it coming. The Thaw Marker is on the board. You know exactly which zone it will reach next warm round. Plan around it.
  • Cold snap = thaw retreats. If temperature drops below −5°C, the Thaw Marker steps back 1 zone. The thaw isn't permanent until Era 5.
  • Why it matters: if the thaw reaches your best lake zone (e.g., Wenham Lake), your Cutter can't work there. Every warm-side lake is a clock ticking toward unavailability. Prioritize harvesting lakes the thaw is approaching first.
  • 💔Era 5: the thaw no longer retreats. It advances every round regardless. By the end, most lake zones are locked. This is the physical representation of climate change killing the ice trade.
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Building: Frozen Pond
Increases your Cutter's harvest yield · Lake Zones only
LevelBase blocks per CUTCostVP when all ice cut
L13 blocks£32 VP · removed after year
L25 blocks£6 + Sawdust4 VP · persists
L37 blocks; always Crystal in thick-ice conditions£10 + 2 Sawdust6 VP
  • 🔄Flips when: all ice has been cut from it (Cutter has emptied the pond this season).
  • Wenham Window: L3 Pond at Wenham Lake location only — in any round where accumulation hits Day 14, your Cutter gets 1 free Crystal block from it even without being deployed.
  • 🏢Building: use one off-pipeline action (the Factory supervisor can authorize this without a separate turn). See Chunk 25.
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Building: Icehouse
Upgrades your grid — more cells, better insulation
LevelGrid sizeEdge insulationCostVP when first delivery made from it
L15 × 3 (15 cells)2× slower decay on edges£43 VP
L25 × 4 (20 cells)3× slower on edges; centre 2× slower£7 + Sawdust5 VP
L35 × 5 (25 cells)No decay on edges; centre 2× slower£12 + 2 Sawdust8 VP
  • 🤝Shared storage: any player's Hauler can draw ice from your Icehouse Grid during delivery (paying you £1/block). Your insulation level protects their ice too. This is the core player-interaction mechanic — see Chunk 23.
  • 💡L3 Icehouse edge cells + Crystal ice = maximum protection. Ice stored there decays so slowly it can survive into summer in good condition. Pack Crystal ice in edge cells deep — it'll be there when the premium Hospital orders come.
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Sawmill & other buildings
  • 🪵Sawmill → produces Sawdust. Sawdust is needed to: move workers more than 1 stage (Crew Pipeline), build higher-level structures, and skip building levels via UPGRADE TECHNIQUE. Anyone can use Sawdust from any Sawmill — no channel connection required. Like Iron in Brass: Birmingham.
  • 🐎Stable → produces Horse Teams. Horse Teams allow the Hauler to deliver across longer routes (each extra zone beyond 1 costs 1 Horse Team). Essential for Export Wharf orders.
  • Steam Engine (Era 3+) → unlocks Refrigerator Railcars. Ice transported by Railcar doesn't degrade in transit — the delivery equivalent of an Ice Road. Expensive to build, transformative for long routes.
  • 🏭Ice Factory (Era 3+) → produces Standard ice regardless of temperature. No Cutter needed, no accumulation needed. Bypasses the whole weather system. Factory ice can never be Crystal. Available to all, especially powerful for Industrialist company.
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Ice Famine — the crisis
Cold Accumulation resets to zero. Panic.

There is 1 Ice Famine card in the Event Deck per era. When drawn:

  • 1Cold Accumulation Track resets to 0. All ice quality potential is lost — next harvest will be thin ice at best until accumulation rebuilds.
  • 2All ice NOT in an Icehouse Grid degrades 2 extra states immediately.
  • 3Crisis Pool opens: players secretly commit £1–5 each. Reveal simultaneously. Every £1 contributed mitigates 1 state of extra degradation for everyone.
  • 4Reward: players who contributed most choose from Emergency Premium orders first — deliveries score double VP for 1 round.
  • 💡The dilemma: free-riding saves money but misses the premium. Contributing costs money but earns priority. Nobody knows what others will contribute until reveal.
The Ice Famine of 1889-90: warmest winter on record, Hudson River harvests failed entirely, NYC prices hit 40¢/ton. Ice companies cooperated to source from Maine and Canada — but still competed viciously for desperate customers.
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Pioneer a Market
Give ice free to create permanent demand
🎁 PIONEER A MARKET — off-pipeline action
Cost: 2 ice blocks donated to the customer (no VP for them) + 1 Sawdust (takes the Factor off the pipeline for this round)
Place your Pioneer Token on one Customer type. For the rest of this era, your Hauler earns +1VP/block when delivering to that customer type. One Pioneer Token per customer — first to Pioneer wins the loyalty.

Counter — The Smear: a rival can assign their Factor to "smear" action (also off-pipeline, costs 1 Sawdust) to suppress your Pioneer bonus for 1 round. Named for Tudor's documented 1844 campaign against mechanical ice inventor John Gorrie.
"Give a man cold drinks for a week and he'll never go back to warm ones." Tudor provided free ice to Martinique bartenders in 1806, creating permanent demand where none existed.
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Tudor Gamble & Ice Man's Bell
Two named historical mechanics
🎯 The Tudor Gamble — declared before Hauler delivers, once per era
Minimum 5 blocks · Export Wharf order required
Ship a large batch through 3+ channel zones to the Export Wharf. If ice arrives Crystal or Standard: double VP. If it arrives Aged due to transit degradation: lose all blocks + pay £5. Named for Tudor's 1806 Martinique voyage.
🔔 Ice Man's Bell — Hauler ability, once per season
No cost. Declared when Hauler deploys at a Market Zone.
Place your Bell Token on that Market Zone. No other player's Hauler can deliver to that zone this round. Historically: icemen announced delivery routes with a distinctive bell — first come, first served.
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Player interaction
This is not a solitaire game — three interlocking tensions
  • 🏠Shared Icehouses: any player's Hauler can draw ice from your Icehouse Grid (paying you £1/block). You protect their ice with your insulation; they pay you passive income. Building a L3 Icehouse makes you valuable to everyone. This is the Brass: Birmingham coal-mine dynamic — rebuilt from scratch without cards.
  • Shared channels: when two players' ice is in the same channel zone, your Floater opening a gate benefits both. This creates genuine moments of "should I open this gate for both of us?" — especially during Ice Famines when everyone needs to move ice fast.
  • 📋Order drafting tension: you see the same 3 orders as your rivals. Drafting the urgent Hospital order means nobody else can. But you're also revealing your strategy — after you take it, rivals know you need Crystal ice this round.
  • Ice Famine Crisis Pool: the prisoners' dilemma. Everyone benefits from contributions. Nobody wants to over-contribute. See Chunk 20.
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Your company
4 asymmetric starting configurations — each plays differently across all 5 eras
💎 The Pond Baron
Wenham Lake Ice Co., Massachusetts
✓ Start with L2 Pond at Wenham Lake built
✓ Your ponds always produce Crystal in thick-ice conditions
✓ Others pay you £1 to draw from your icehouse
✗ Hauler needs Horse Team for any multi-zone delivery
👑 The Export King
Frederic Tudor, "Ice King of Boston"
✓ Start connected to Export Wharf (1 free channel)
✓ Tudor Gamble: succeeds if 6+ blocks shipped
✓ Pioneer a Market costs 1 block (not 2)
✗ Hauler and Factor cannot be assigned to same stage
⚒ The Ledari
Czech ice harvesting teams, 10-12 specialists
✓ Factor acts as wildcard (half-output) for any missing worker
✓ Moving workers between stages costs 0 Sawdust
✓ Builder packs optimally even at L1 Icehouse
✗ Sawdust costs +£1 when buying from market
⚙ The Industrialist
Carl von Linde, refrigeration pioneer
✓ Start with Ice Factory blueprint (build in Era 3+)
✓ Factory ice never degrades below Standard in transit
✓ Mechanical Refrigerators cost £3 less in Era 5
✗ Cannot build L3 Frozen Ponds
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Crew expertise levels
Workers improve over time — inspired by Kanban EV's certification tracks

Each worker has 3 expertise levels (Junior → Experienced → Expert). Advance by spending 1 Sawdust when assigning that worker. Expertise doesn't reset between eras — your crew carries their skills into the next era.

WorkerJuniorExperiencedExpert
🪚 CutterCut 3/5/7 blocks (by pond level)+1 block per cut; can cut in thin ice at full rateChoose Crystal-only cut when conditions borderline
🎣 FloaterOpen 1 gate per roundOpen 2 gates; or close 1 rival's gateOpen/close 2 gates; ice flows 2 steps per opened gate
🏗 BuilderPack 1 block shape optimallyPack 2 shapes; rotate any block shape before placingPack any number of shapes; swap 2 grid cells per round
📋 FactorDouble 1 stage; peek top of 1 weather deckPeek both decks; advise another player (gift 1VP)Reshuffle either deck; place 1 extra Order in pool
🚚 HaulerDeliver 1 order per roundDeliver to 2 zones in one round; keep 1 unfulfilled order safely for 2 roundsDeliver 2 orders in one round; draw 1 extra Order for private use

Off-pipeline actions (building, pioneering, upgrading crew) are taken by assigning the Factor to "management mode" instead of a pipeline stage — the Factor doesn't boost any stage that round, but executes the management action instead.

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How VP works
SourceWhen scoredTypical per era
Fulfilled OrdersImmediately on delivery25–45 VP
Quality premiumsOn delivery (ice above min quality)5–15 VP
Suit bonusesAt season end (3-run)0–10 VP
Buildings that flippedAt the season's final warm round12–24 VP
Crew expertiseAt era end (1 VP per Expert-level worker)0–5 VP
Remaining icehouse iceEra end (1 VP / 3 blocks)0–6 VP
Total per era50–90 VP
  • 💡Most VP comes from deliveries, not buildings. Unlike Brass where link scoring matters a lot, here fulfilling orders is the primary path. Build buildings to enable better deliveries, not to score buildings directly.
  • 🏆Campaign winner: highest cumulative VP across all 5 eras. Typically 30-50VP separates winner from last place across the campaign.
  • 🤝Tiebreaker: most Expert-level workers → most Crystal blocks delivered total → most money remaining.
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Income & money
  • 💰You earn what you deliver. No passive income track. Each fulfilled Order pays money printed on the card. Sawmill income: earns £1 each time another player uses your Sawdust. Icehouse rental: £1/block when rivals store in your grid.
  • 📉Spending: buildings cost money. Moving workers costs Sawdust (not money). Expertise upgrades cost Sawdust. Horse Teams cost to produce (via Stable building).
  • 💸Borrow Against the Harvest: an off-pipeline action (Factor management mode). Take £30, permanently lose 3 income-per-order from your next 10 fulfilled orders (spread across future orders, not one lump). Named for Tudor's debtor's prison years.
  • 🏦Starting money: £17 per player per era. Same every era — each campaign game is a fresh financial start.
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The 5 eras — overview
Each era adds one mechanic, changes scoring priorities

Era 1 — The Ice Pits · 500 BCE–1700 CE · ~60 min

Persia, China, Rome. Simple 3-position weather (Freeze/Summer/Freeze). Yakhchāls instead of Icehouses. Clay instead of Sawdust. 3-worker crew only (no Floater, no channels — hand-carry only).

No new mechanic — pure tutorial. Teaches temperature, ice states, orders, crew basics.

Era 2 — The First Trade · 1750–1830 · ~80 min

New England. Full Weather deck introduced. Channels and Floater unlocked. Horse Teams added.

New: Floater + Sluice Gate system. Channels are now live. Ice flows automatically.

Era 3 — The Ice King · 1830–1870 · ~110 min

Full game. Wenham Lake, India trade, full Temperature Track, Crystal/Standard/Aged ice states. Recommended standalone entry.

New: Cold Accumulation Track · Crystal ice · Customer Order suits · Tudor Gamble · Pioneer a Market.

Era 4 — The Export Wars · 1870–1910 · ~130 min

Norway vs. New England. Ice Factories. All company powers fully active. Ice Famine cards more frequent.

New: Ice Factory (year-round Standard production) · Expert crew leveling · Crew Expertise Track · Contamination events.

Era 5 — The Last Harvest · 1910–1950 · ~80 min

GE refrigerators arrive. The thaw never retreats. Customers close permanently. Choose your ending.

New: Permanent Thaw Advance · Customer Defection · Mechanical Refrigerators · Dual victory path.

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Era 1 in detail — The Ice Pits
Tutorial era · Ancient world · 3 workers · no channels
  • 🌡Weather: simplified 3-position track (Freeze/Summer/Freeze). Only 8 Weather Cards total. No accumulation track — just "cold = cut, warm = deliver."
  • 👷3-worker crew: Cutter, Builder, Hauler only. No Floater (no channels yet — ice is hand-carried). No Factor (no supervisor — decisions are simpler).
  • 🏺Yakhchāl instead of Icehouse: same grid mechanic but smaller (4×3). Uses Clay instead of Sawdust for insulation upgrades. Persian mud-mortar technology.
  • 🐪Cart Teams instead of Horse Teams: same mechanic, different historical skin.
  • 🏛3 customers: Imperial Palace (Crystal), Monastery (Standard), Grand Merchant (any).
  • 🎯Victory goal: most VP from Crystal deliveries to Palace.
Persian yakhchāls (~400 BCE) used thick mud-brick walls, underground chambers, and passive wind cooling. The word means "refrigerator" in modern Farsi.
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Era 3 — The Ice King
The full game · Standalone entry point · ~110 min
  • 🌡Full Temperature Track (-20 to +20°C). Cold Accumulation Track live. Crystal ice possible for first time.
  • All 5 crew members active. Factor can read Weather decks. Floater manages channel network.
  • 💎Wenham Lake active. Crystal deliveries to Hospital and Palace Gate — the most valuable orders in the game.
  • 🎁Pioneer a Market live. Brand loyalty matters — claim customers before rivals, defend with the Smear.
  • 🎯3 scoring goals: most Order suits completed · most Crystal VP · most VP from Tudor Gambles.
  • 🌍Export Wharf available. Long-route Tudor Gamble territory. 14VP but your ice must survive 3+ channel transits.
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Era 5 — The Last Harvest
Everything ends · the thaw never retreats · choose your ending
  • 🌊Permanent Thaw: the Thaw Marker advances every round regardless of temperature. No cold snap retreats it. By round 10, most lake zones are locked. Your Cutter runs out of places to work.
  • 📉Customer Defection: each round, flip a Defection Card — 1 Customer type closes permanently. When it closes, remove those Order cards from the deck. Orders become scarcer. The era ends when only 2 customer types remain open.
  • 🔀Dual victory path:
    · Last Harvester: score the most VP from the remaining open customers. Race other players to the few surviving orders.
    · Pivot: have your Factor build Mechanical Refrigerators (off-pipeline). First to 3 Refrigerators triggers era end immediately. Score VP from the new market.
  • 😢The emotional design: every closed customer order type is a small loss. Customers you've been serving for 4 eras just stop buying ice. The shrinking board and shrinking order deck create compression and urgency. The melancholy is the point.
Last natural ice harvested in European brewing: Plzensky Prazdroj brewery, 1987. Last glacier ice merchant: Baltazar Ushca of Mount Chimborazo, Ecuador — harvested by hand until age 79, died 2024.
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Between-era phase & full files

Between each era (~15 min):

#StepWhat
1Score & ChronicleRecord scores in Chronicle Booklet. Tally campaign totals.
2Historical Event VoteDraw 3 Event cards. Vote (Era Champion gets 2 votes). Winner modifies next era's rules.
3Crew Carries ForwardWorkers keep their expertise levels. (New: workers now persist between eras, not just Heirlooms.)
4Heirloom BuildingEra Champion's best L3 building starts pre-built next era.
5Unseal Next EraOpen envelope. Add new components. Read Scenario Sheet aloud.
6Reset£17, empty icehouse grid, temperature track resets to -10°C.

Full design files:

  • 🔄redesign.html — The complete new game design with all three core mechanics and comparison to old design
  • 📖game_design.html — Original deep-dive (now partially superseded; use for historical flavor reference)
  • 🗺game_design_map.html — Board map SVG, Player Mat, Season Deck balance (map layout still valid)
  • 👤game_design_specialists.html — Full Specialist roster, Historical Event cards (use for historical figures)
  • 📅game_design_campaign.html — Between-era phase, Chronicle Booklet, component list
"The last block of natural ice was cut from the Vltava River in 1987.
Every game of Ledari ends the same way — something precious melts away."