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Mine Clan

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Qualified Classes: Lord, Warlord, Gangster, Burgher.

Your Capital is a mine, an underground center for resource production. In Glass, every Mine is managed by Salamanders; Glassians no longer know how. Old restrictions on underground housing have long since worn away, & now every mine is virtually a fully-fledged colony.

  • Surface Dependency: You require regular food, water, & air from a Neutral, Friendly, or subjugated Subfaction surface trade partner. If these supplies are cut off by hostile forces controlling your surface access, you cannot perform Actions dependent on surface resources, & after 1 month, your Families begin starving en masse as per the rules on Exhaustion Saves.
  • Salamander Warrens: Your mine is an unwieldy nightmare of winding tunnels unnavigable by anyone other than salamanders. Armies composed of non-subterranean races cannot invade or occupy you.
  • Resource Monopoly (Minerals): As a Move with a 1-day Duration, you can Deny Minerals to any Faction. If that Faction doesn’t have a Neutral or Friendly relationship with a sovereign who directly or indirectly (through a chain of Subfactions) controls a Mine, all Actions they take that require minerals have a doubled Duration, and all mineral-dependent items have a doubled cost in $.