Card library
Ethnos game library
Browse every Ally card plus the board, Kingdom markers, and table pieces, using the same components shown in play.
Allies
One representative Ally card for each of the twelve Tribes.

Centaurs
Centaurs If your Centaur Leader lets you place a Control marker, you may immediately play another Band from your hand before discarding leftovers — chaining further Bands, markers, and Leader abilities.

Dwarves
Dwarves At Age-end Band scoring, a Dwarf-led Band counts as one card larger than it actually is.

Elves
Elves Instead of discarding leftover hand cards after playing an Elf-led Band, you may keep a number of them equal to the Band's size.

Giants
Giants If your Giant-led Band is the largest Giant-led Band so far, gain 2 Glory immediately and take the Giant token onto that Band — it can be taken by a larger Giant-led Band. Holding it at an Age's end grants extra Glory, then it returns to the board.

Halflings
Halflings A Halfling-led Band places no Control marker at all, regardless of size. The Halfling deck is double-size, making large, high-scoring Bands easier to build.

Merfolk
Merfolk When a Merfolk leads, move your marker on the Merfolk board forward a number of spaces equal to the Band's size, besides any Kingdom marker placement. Landing on or passing a marker-symbol space lets you place an extra Control marker on any Kingdom. At each Age's end, the highest marker on the Merfolk board scores Glory as if it were its own Kingdom.

Minotaurs
Minotaurs A Minotaur-led Band needs one fewer card than normal to place a Control marker in the matching Kingdom.

Orcs
Orcs An Orc-led Band lets you place a marker on your personal Orc Horde board, in addition to any normal Kingdom marker. At any Age's end you may empty your Orc Horde to score Glory based on markers removed, or leave them for later.

Skeletons
Skeletons Can never be Leader. Wild — they join any Band regardless of color or Tribe, and count fully toward the Leader's ability and marker threshold. At every Age's end, all Skeletons are discarded before Band-size Glory is scored.

Trolls
Trolls A Troll-led Band lets you take any unclaimed Troll token with value up to the Band's size. Troll tokens break ties for Kingdom control at Age's end — highest total token value wins.

Wingfolk
Wingfolk A Wingfolk-led Band may place its Control marker in any Kingdom, ignoring the Leader's own color, as long as that Kingdom still has room for the Band's size.

Wizards
Wizards After discarding leftover hand cards from a Wizard-led Band, draw that many new cards from the Allies Deck (not from the face-up row).
Kingdom board
The full Ethnos map and each Kingdom's scoring spaces and control markers.
The Kingdoms of Ethnos
Reference setupControl markers
Explorer One controls this Kingdom with 3 markers.
Control markers
Explorer Two controls this Kingdom with 1 marker.
The Six Kingdoms
The Saltwatch Coast
Pelagon's lantern towers burn through sea-fog to guide ships and less welcome things ashore. Fisher clans build their homes into black cliffs, where bells warn of tides that carry voices from the deep. On clear nights, the watchfires make a chain of stars along the coast, each one guarding an old and dangerous harbour.
The Six Kingdoms
The Blue Citadels
Straton's river fortresses trade in secrets as readily as grain and steel. Blue-walled citadels rise above every ford, their bridge chains closing at dusk with a sound heard for miles. Its river lords smile at passing merchants, then send quiet barges downstream carrying messages worth more than any cargo.
The Six Kingdoms
The Red Marches
Across Rhea's wind-cut plains, old banners still mark the borders of vanished armies. The Marcher families race swift horses between weathered standing stones, claiming each season's grazing by ancient custom. Their songs preserve every broken oath, so a traveller who shares a fire may learn why one hill is sacred and the next is cursed.
The Six Kingdoms
The Amber Causeway
Merchants of Ithys say every road leads home—provided its toll has been paid in song. Its amber causeways cross the marsh on pilings laid by forgotten giants, linking a hundred noisy markets. The city remembers every bargain, and its toll-keepers are said to recognize a liar by the rhythm of their footsteps.
The Six Kingdoms
The Greenward Court
Althea's root-crowned judges settle feuds beneath boughs older than any king. Petitioners arrive with a gift for the grove and leave with a verdict carved into living bark. No army has ever conquered the forest for long; the paths themselves learn to lead invaders in circles.
The Six Kingdoms
The Violet Forgeholds
Duris keeps its mountain fires banked through winter, waiting for the next great muster. Beneath its violet peaks, smith-clans temper blades in mineral springs and trade them only for promises they can collect. When the furnaces burn through the night, every valley knows a banner will soon be raised.
Kingdom tokens
Every Kingdom's Glory-token slots and player control markers, shown independently for close inspection.
Pelagon
Control markers
Explorer One controls this Kingdom with 3 markers.
Control markers
Explorer Two controls this Kingdom with 1 marker.
The Six Kingdoms
The Saltwatch Coast
Pelagon's lantern towers burn through sea-fog to guide ships and less welcome things ashore. Fisher clans build their homes into black cliffs, where bells warn of tides that carry voices from the deep. On clear nights, the watchfires make a chain of stars along the coast, each one guarding an old and dangerous harbour.
Straton
The Six Kingdoms
The Blue Citadels
Straton's river fortresses trade in secrets as readily as grain and steel. Blue-walled citadels rise above every ford, their bridge chains closing at dusk with a sound heard for miles. Its river lords smile at passing merchants, then send quiet barges downstream carrying messages worth more than any cargo.
Rhea
The Six Kingdoms
The Red Marches
Across Rhea's wind-cut plains, old banners still mark the borders of vanished armies. The Marcher families race swift horses between weathered standing stones, claiming each season's grazing by ancient custom. Their songs preserve every broken oath, so a traveller who shares a fire may learn why one hill is sacred and the next is cursed.
Ithys
The Six Kingdoms
The Amber Causeway
Merchants of Ithys say every road leads home—provided its toll has been paid in song. Its amber causeways cross the marsh on pilings laid by forgotten giants, linking a hundred noisy markets. The city remembers every bargain, and its toll-keepers are said to recognize a liar by the rhythm of their footsteps.
Althea
The Six Kingdoms
The Greenward Court
Althea's root-crowned judges settle feuds beneath boughs older than any king. Petitioners arrive with a gift for the grove and leave with a verdict carved into living bark. No army has ever conquered the forest for long; the paths themselves learn to lead invaders in circles.
Duris
The Six Kingdoms
The Violet Forgeholds
Duris keeps its mountain fires banked through winter, waiting for the next great muster. Beneath its violet peaks, smith-clans temper blades in mineral springs and trade them only for promises they can collect. When the furnaces burn through the night, every valley knows a banner will soon be raised.
Table elements
The face-down Ally deck, a public Band, a player zone, and the Dragon tracker as they appear around the table.
Ally deck
Played Band

Althea
Elves
Tribe ability
Instead of discarding leftover hand cards after playing an Elf-led Band, you may keep a number of them equal to the Band's size.

Skeletons
Tribe ability
Can never be Leader. Wild — they join any Band regardless of color or Tribe, and count fully toward the Leader's ability and marker threshold. At every Age's end, all Skeletons are discarded before Band-size Glory is scored.

Althea
Centaurs
Tribe ability
If your Centaur Leader lets you place a Control marker, you may immediately play another Band from your hand before discarding leftovers — chaining further Bands, markers, and Leader abilities.
Player zone
Explorer One
Player
Glory score
12 = 0
Orc Horde



Orc Horde
Muster the Horde
When you lead an Orc Band, place its Kingdom's Horde token in the matching empty socket. At each Era's end, score the number shown below your total claimed sockets.
Merfolk Track
9 / 18
Troll Tokens
Total 9
Troll Tokens
The Troll's Oath
Oath fragment 3 of 6
Strength 3
Six clans struck six coins, each carrying a shard of that oath into the valleys beyond the roots. Their smiths mixed bronze with ore from the first cavern and pressed the same grim face into every disk. Though the clans wandered far apart, the coins remembered that they had been born from one hammerfall.
Troll Tokens
The Troll's Oath
Oath fragment 6 of 6
Strength 6
At dusk, the final coin sealed the judgment: one Kingdom, one victor, and an oath unbroken. The chosen banner was raised only after all six fragments faced the same sky, while the losing host withdrew in silence. Even now, Trolls say that a settled claim leaves the mountains quieter than before.
Bands of Allies

Althea
Elves
Tribe ability
Instead of discarding leftover hand cards after playing an Elf-led Band, you may keep a number of them equal to the Band's size.

Skeletons
Tribe ability
Can never be Leader. Wild — they join any Band regardless of color or Tribe, and count fully toward the Leader's ability and marker threshold. At every Age's end, all Skeletons are discarded before Band-size Glory is scored.

Althea
Centaurs
Tribe ability
If your Centaur Leader lets you place a Control marker, you may immediately play another Band from your hand before discarding leftovers — chaining further Bands, markers, and Leader abilities.
Merfolk board
Merfolk Track
Amber markers grant a bonus Control marker
Leader scores at Era end
Merfolk Track
Riding the Tide
Whenever you lead a Band with a Merfolk, move your marker forward by that Band's size.
Crossing an amber marker earns one bonus Control marker to place in any Kingdom.
At the end of each Era, the player furthest along this track scores the Glory shown for that Era.
Dragons
Dragons
Cindermaw
Cindermaw nests where the mountain's old wounds still burn. It follows the scent of a hundred banners, then leaves only black glass where the road once ran.
Dragons
Stormveil
Stormveil circles ruined watchtowers until their bells ring in the wind. Its wings draw thunder from a clear sky, and no scout who hears that first crack sleeps again.
Dragons
Mirewing
Mirewing drifts above drowned causeways, patient as a swamp tide. Lanterns follow its amber gaze into the reeds; by dawn, even the stones have forgotten their names.
Giant token
Explorer One holds it with a Band of 4
Table background
Choose the backdrop for your Ethnos lobby and live table.

















