§ Diplomats · faction guide

Every battle begins with a choice.

Diplomats use Influence and Terms to turn an impending battle into a negotiation. The opponent may accept a settlement—or refuse and fight after the Diplomat has shaped the consequences.

Victory
Run the Gauntlet or complete the Peace Treaty
System
Influence · 0–10
Leaders
Ambassador · Senator

At the table

How the Diplomats play.

Diplomats do not avoid Gauntlet’s battles; they make every battle politically expensive. A Proposal can resolve peacefully when accepted or create leverage, penalties, and ratification opportunities when refused.

Offer meaningful choices

Before cards are committed, choose an eligible Proposal, stake its Influence, and let the opponent accept or refuse.

Manage risk

Accepted Terms return the stake and may reward you. Refused Terms can be imposed by winning—but losing may cost the staked Influence.

Build legitimacy

Each newly ratified Proposal becomes a Treaty Article. Five different Articles create the Peace Treaty victory.

Signature system

The mechanics that define the faction.

01

Influence

Begin with 1 Influence and build toward a maximum of 10. Influence is both political capital and a tactical battle resource.

02

Terms and Proposals

Nine reusable Proposals define requirements, stakes, accepted effects, and refused effects. Acceptance prevents the battle; refusal continues into it.

03

Leverage and ratification

After refused Terms, spend available Influence for battle bonuses. Winning can impose and ratify the Proposal even after the opponent refused it.

Victory

How the Diplomats win.

Run the Gauntlet

Diplomats can win through the normal territorial route, using settlements and political pressure to improve their position.

Peace Treaty

At the start of your turn, after Capture, five different ratified Proposals win the game. The alternate path is public, gradual, and increasingly difficult for the opponent to ignore.

Faction Leaders

Two ways to lead.

Each Leader uses the same faction card pool and core system, but pushes it toward a different tactical identity.

Ambassador leader artwork

Agreement, card flow, and settlement

Ambassador

“Words first. War last.”

The Ambassador converts accepted Terms into additional cards, sustaining further negotiations and defenses.

Leader ability

Cordiality: once per turn, after the opponent accepts your Terms, draw one card.

Senator leader artwork

Risk management, resilience, and imposition

Senator

“Procedure endures.”

The Senator can preserve staked Influence after losing a battle by permanently sacrificing cards from hand.

Leader ability

Political Capital: once per turn, sacrifice cards from hand to recover an equal amount of Influence that would otherwise be lost after refused Terms.

Archetype and setting

An institution—and a method of power.

Diplomats represent courts, envoys, councils, and legislatures: institutions that treat agreement, legitimacy, and procedure as forms of power. The Ambassador works through personal trust; the Senator makes influence survive through institutions and sacrifice.

Visual and archetypal influences: Treaties, sealed letters, debate chambers, legal papers, wax seals, polished wood, court diplomacy, legislative procedure, and institutional legitimacy.

Gauntlet’s setting is still being developed. The six factions are institutions within a broadly shared civilization, not fixed nations or isolated cultures.

Take the next step

Put Diplomats on the table.