House Rules Module v1.0

Legacy Mode: Between Threats

The 7th Citadel · Serious Poulp · 4-Player Campaign Variant

A. Executive Summary

Legacy Mode converts your group's accomplishments in a completed Threat into a limited budget of Legacy Marks, spent from a curated menu to carry capped advantages into the next Threat. You still take a new Citadel Leaflet, reset your Action Decks, and play "A New Beginning" — but a few hard-won skills persist, a building or two stands ready, and your Chronicle records the story. Anti-snowball controls ensure each Threat remains dangerous. Three difficulty variants let you dial the system to your table.

B. Official-Rule Baseline

ElementOfficial Rule
Citadel LeafletArchive old leaflet. Start a new one.
Action DecksReturn all cards to default starting state.
Advanced / Reflex SkillsReturn to supply.
Purse cardsReturn all.
Quest Items / Hope RebornReturn all.
BuildingsNone. Fresh leaflet.
Community scoresReset to 0.
Destiny pageNone. Fresh leaflet.
Side questsAll cleared.
Map / Terrain cardsReturn all to box. Empty World Map.
Banished cardsReturn to original decks.
PastReturn to Adventure Deck.
Starting scenarioPlay "A New Beginning" from the new Threat booklet.
Why does the official rule require a total reset?

Each Threat is designed as a self-contained arc. The only thing that persists is what's in your head — map knowledge, puzzle solutions, system mastery. Designers intended this implicit carryover to be the only advantage.

C. Legacy Mode Rules

C.1 — Earning Legacy Marks

After completing a Threat, tally your group's Legacy Marks using the calculator below. These are a shared group resource, not per-player.

Mark Calculator

0
0
1
1
0
0
1
1
1
Earned 0
Cap 12
Burden 0
Available 0
Remaining 0
Why this scoring table?

The categories reward breadth (balanced scores, many side quests) over depth (maxing one track). This encourages the behaviors that make the game fun—exploring widely, engaging with side content—without rewarding hyper-optimization of a single axis. The cap means even a perfect run can't buy everything on the menu, forcing meaningful choices.

C.2 — The Chronicle

Before dismantling anything, write a Chronicle entry. Zero mechanical effect — pure narrative continuity. Use the Chronicle Builder below, or write freeform.

C.3 — The Legacy Menu

Spend your Legacy Marks on the bonuses below. All choices are made as a group. Items marked PERSISTENT last the entire Threat. Items marked SCENARIO 1 apply only to the first scenario, then expire.

Bonus Cost · Qty
Veteran Skill PERSISTENT
1 Advanced Skill card → player's starting deck.
0
Reflex Memory PERSISTENT
1 Reflex Skill card → player's starting deck.
0
Foundation Stone PERSISTENT
Pre-build 1 building on new leaflet.
0
Community Standing DECAYING
Start 1 community score at . Decays by 1/scenario.
0
Heirloom PERSISTENT
1 Purse card from previous Threat. Must respect weight limits.
0
Trailblazer SCENARIO 1
−1 draw cost on exploration-flip actions, Scenario 1 only.
0
Survivor's Grit SCENARIO 1
+5 LP per player, Scenario 1 only.
0
Alchemist's Insight SCENARIO 1
+1 card on each player's first Recovery.
0
Unfinished Business NARRATIVE
Record up to 3 incomplete side quests. Narrative only.
0
0
Categories used: 0 / 4
Why these prices and limits?

Veteran Skill / Reflex Memory (2 marks, cap 3 total): Even one extra skill is significant. Capping at 3 across 4 players means someone goes without, creating a drafting decision.

Foundation Stone (3 marks, cap 2, no Academy/Guild): Per-scenario stat bonuses compound. The high cost (25% of budget) and exclusion of progression-accelerating buildings keeps this in check.

Community Standing (2 marks, decaying): Starting a score at 3 gives a modest head start, but decay erases it by Scenario 4.

Heirloom (2 marks, cap 2): A character's signature weapon — flavorful but limited by weight.

Scenario 1 boons (1 mark each): Cheap because temporary. Smooth early scarcity without affecting mid/late power.

Unfinished Business (free): Pure narrative. Acknowledges that side quests can't be completed in one Threat without granting mechanical shortcuts.

Mutual Exclusivity Rule

You may spend marks in at most 4 different categories. This forces prioritization: you can't have everything.

C.4 — Full Carryover Matrix

ElementActionBalance Risk
Character cards KEEP Same characters, same player assignments. None.
Action Decks FULL RESET Return to default 15-card starting decks. Critical. #1 snowball vector.
Advanced Skills LEGACY MENU Up to 3 total via Veteran Skill / Reflex Memory. Moderate. Capped.
Discard Piles FULL RESET None.
Skill cards in hand FULL RESET None.
Purse / Equipment LEGACY MENU Up to 2 total via Heirloom. Low–moderate.
Quest Items FULL RESET Including Hope Reborn cards. High. Hope Reborn IS Destiny currency.
Citadel Leaflet NEW LEAFLET Archive old one. Required.
Buildings LEGACY MENU Up to 2 via Foundation Stone. Moderate–high.
Community scores LEGACY MENU Up to 2 scores start at (decaying). Moderate.
Destiny page FULL RESET Critical. The Destiny page IS the progression system.
Map / Terrain FULL RESET Return all. Empty World Map. High. Player memory is already powerful.
Banished cards FULL RESET Critical. Missing cards break puzzles.
Past cards FULL RESET Required.
Side quests RECORD Earn marks for completed. Log incomplete ones. Low. Narrative only.
Groundshiver FULL RESET None.
Life points FULL RESET Survivor's Grit adds +5 LP for Sc.1 if purchased.
Narrative memory CHRONICLE None. Emotional core of the system.
Why are some elements fully reset while others convert?

Elements that define the power curve (Action Decks, Destiny page, banished cards) must reset — carrying them is the proven path to trivializing later Threats. Elements with bounded impact (a single skill, one building) can safely convert through the Legacy Menu at controlled prices. Narrative elements carry for free because they have zero mechanical weight.

C.5 — Anti-Snowball Controls

1. Legacy Mark cap

Never more than 12 Legacy Marks per transition, regardless of how many you earned.

2. Burden tax

TransitionBurden TaxEffective Budget
Threat 1 → 20
Threat 2 → 32
Threat 3 → 44
Threat 4 → 5+6

3. Mutual exclusivity

At most 4 different menu categories per transition.

4. Decay

Community Standing decays by 1/scenario. Scenario-1 boons expire after Scenario 1. By midgame, legacy advantages dissolve into normal play.

5. Skill cap across Threats

A player may never start a Threat with more than 2 legacy skill cards in their deck (combined across all prior Threats).

6. Mid-Threat corrections

If the next Threat feels too easy after 2–3 scenarios:

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D. Post-Dadachem's Awakening Transition Checklist

Do these in order. Estimated time: 15–20 minutes.

0 / 16

Phase 1 — Record

Phase 2 — Reset

Phase 3 — Spend Legacy Marks

Phase 4 — Begin

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E. Difficulty Variants

Conservative

Closest to official balance.

Generous

More power, still controlled.

E.1 — Dadachem's Awakening Recommendation

Use Standard Legacy Mode. Burden Tax is 0 (first transition). You likely earned 7–10 marks.

Recommended spend (est. 8–10 marks):

PurchaseCostWhy
2× Veteran Skill 4 Two players keep their most-valued Advanced Skill. The other two start clean.
1× Foundation Stone 3 Pre-build Tavern (unlocks side quests early) or Watchtower (+1 Influence/scenario).
1× Trailblazer 1 Smooths Scenario 1 exploration. Cheap, temporary.
1× Survivor's Grit 1 +5 LP buffer for Scenario 1.
Total 9 Leaves 1–3 marks unspent.
Expected difficulty shift by phase

Scenario 1: ~5–10% easier (all bonuses active). Scenarios 2–3: ~3–5% easier (boons gone, building is +1 stat, 2 skills in 2 of 4 decks). Mid-to-late: ~0% (natural progression eclipses legacy bonuses — 2 skills are lost in decks of 30+).

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F. Balance Audit

F.1 — Risk Matrix

RiskLikelihoodMitigation
Veteran Skill too strongMedium1-per-player cap. Exclude skills granting free draws if dominant.
Foundation Stone (Tavern) unlocks quests too earlyLow–MedQuests still require completion. Swap to Watchtower if wrong.
Map memory + Trailblazer trivializes Sc.1LowTrailblazer saves ~1 draw per flip for one scenario. Drop if needed.
Generous: Academy accelerates progressionHighExcluded from Standard for this reason.
Heirloom unexpectedly powerfulLowWeight limits prevent stacking. "Damaged in transit" escape valve.
Burden tax feels punitive by Threat 4+MediumIntentional plateau. Reduce by 1/tier if too tight.
What might be too generous / too stingy?

Potentially too generous: Foundation Stone at 3 marks may be underpriced (per-scenario +1 stat for entire Threat). Community Standing at 3 could unlock score-gated events in Sc.1 that were meant to be earned.

Potentially too stingy: Only 3 skills across 4 players (one player gets nothing — by design, counter with Heirloom). Full Destiny reset is the harshest rule (necessary, but Chronicle honors that work). No map carryover (handwritten notes are the compromise).

F.2 — What to watch (first 2–3 scenarios)

  1. Are action checks too easy? (Veteran skills providing consistent margin → remove one.)
  2. Is Scenario 1 too fast? (Under 1 hour vs. intended 1.5–3 → drop boons next time.)
  3. Community scores hitting gates too early? (Note which building/score caused it.)
  4. Group feels overpowered or underpowered? (Use mid-Threat dials in C.5.)
Adjustment levers

If too easy: Switch to Survival recovery. Remove 1 legacy skill/player. Erase 1 Foundation Stone building. Reduce starting LP by 5/player. Next transition: switch to Conservative.

If too punishing: Switch to Story recovery. Grant each player 1 free Advanced Skill after Sc.2. Add 1 bonus mark to next budget. Next transition: switch to Generous.

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G. Printable Quick Reference

Use the "Print Quick Ref" button above to print only this section.


LEGACY MODE — BETWEEN THREATS

1. Record

2. Reset

3. Spend Marks

4. Begin

Legacy Menu (Standard)

BonusCostLimit
Veteran Skill (1 Adv. Skill → deck)21/player, 3 total
Reflex Memory (1 Reflex → deck)2Shares cap w/ above
Foundation Stone (pre-build 1 building)3Max 2. No Academy/Guild.
Community Standing (1 score @ )2Max 2. Decays.
Heirloom (1 Purse card)21/player, 2 total
Trailblazer (−1 explore, Sc.1)1Once.
Survivor's Grit (+5 LP, Sc.1)1Once.
Alchemist's Insight (+1 Recovery, Sc.1)1Once.
Unfinished Business (record 3 quests)0Narrative.

H. Chronicle Entry Builder

Fill in the fields below, then hit Print Chronicle for a clean one-page record.

Chronicle Entry

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Appendix: Design Philosophy

Design goals

Continuity: Your group's identity, choices, and accomplishments should echo forward.

Earned progress: Players who explored deeply should feel rewarded.

Character identity: Keep the same characters. They grew. Honor that.

Challenge: The next Threat must remain tense, resource-scarce, and dangerous.

Freshness: Discovery, exploration, and uncertainty must be preserved.

Low bookkeeping: 15–20 minutes, not an hour of accounting.

Design constraints

No runaway power curve. A player who carried everything forward reported "absolutely overkilling" by mid-Threat 2 with 50+ Skill cards.

No trivializing early survival. Opening scenarios are designed around resource scarcity.

No breaking Threat setup. Banished cards and certain map states are load-bearing.

No skipping gated content. High community scores could bypass designed-to-be-earned story branches.

No spoiler contamination. Carryover decisions must not require knowledge of future Threats.

No excessive bookkeeping. If it takes longer than shuffling, it's too complex.

Core Principle: "Remember, Don't Replay" Convert mechanical power into narrative memory + limited legacy tokens. You don't carry your fortress; you carry the wisdom of having built one.