The Exchange

The Exchange

"PRETIUM FACIT PACEM", The Price Makes Peace

Faction Overview

Ideology Faith-backed capitalism. Economic neutrality. Profit through stability.
Capital Ashveil Clearinghouse (Neutral Territory)
Population ~5,000 members (Ledger Orthodox priests + Rational House bankers)
Doctrine Everything has a price. The ledger balances. Always.
Playstyle Economic warfare, mercenary summoning, credit manipulation, market control
Complete Deck View Full Exchange Deck (v2.0 Equipment System)

Origins: The Concordat of Year 73

The Exchange was forged not from conquest or faith, but from necessity. After the Sundering, the collapsed world economy descended into chaos...hyperinflation, competing currencies, and trade wars threatened to destroy what few civilizations remained. In Year 73, an unprecedented treaty united two unlikely allies: the Ledger Orthodox (a religious splinter sect) and the Rational House (secular banking consortium).

Their merger created the most powerful post-apocalyptic institution: a monopoly on currency issuance backed by both divine authority and ruthless efficiency. The Exchange deals with all factions...Church crusaders, Elven druids, Dwarven smiths, even undead necromancers. No morality, no allegiances. Only contracts.

"The Concordat won't save us. It will only postpone our collapse. But postponement is all we have." -Brother Matthias, First Accountant (Year 73)

The Dual Governance

The Ledger Orthodox (Religious Wing)

A splinter sect from the Church of Absolution, the Ledger Orthodox believe in "The Great Ledger"...a divine book recording every transaction, debt, and contract across all time. To them, breaking a contract is spiritual damnation. Every Credit spent is an entry in God's ledger, and at death, souls are judged by their balance.

The Rational House (Secular Wing)

Pre-Sundering bankers who survived through wealth and pragmatism. They view markets as amoral...profit is neither sin nor virtue, merely efficiency. Emotions cloud judgment; cold calculation always wins. To the Rational House, faith is useful fiction that keeps borrowers honest.

Core Mechanic: Credit Economy & Mercenaries

The Exchange fights through economic warfare. Credit Tokens...generated from kills and attacks...fuel a powerful arsenal of hired mercenaries, market manipulation, and battlefield bribery.

Credit Generation:

Exchange pilots don't win through courage or honor...they win by controlling the battlefield economy. Generate Credits faster than enemies can spend them, summon disposable Mercenaries to overwhelm foes, and manipulate the market until victory is simply purchased.

10 Faction Cards (Players Choose 6)

CORE CARD 1

War Profiteer

Type: Passive | SP: 0 | Range: N/A

Effect: Passive: When any Casket (enemy, ally, or neutral) is destroyed within 6 hexes of you, gain 3 Credit tokens. Gain 5 Credits instead if you dealt the killing blow. Additionally, heal 1 HP per 3 damage you deal (33% lifesteal).

(Balance Update Oct 19: Increased from 2/3 Credits to 3/5 Credits, added lifesteal healing 1 HP per 3 damage)

"Every death is an opportunity. Every corpse a ledger entry."

CORE CARD 2

Hire Mercenary

Type: Summon | SP: 3 Credits | Range: 3 hexes

Effect: Summon 1 Mercenary unit (8 HP, 3 damage) in target hex. Fights for you until destroyed or mission ends. Maximum 2 Mercenaries active simultaneously.

"Loyalty is expensive. Disloyalty is fatal."

CORE CARD 3

Economic Leverage

Type: Control | SP: 2 | Range: 6 hexes

Effect: Target enemy must choose: Take 4 damage immediately OR skip their next turn.

"Pay now or pay later. Either way, you pay."

CORE CARD 4

Market Manipulation

Type: Debuff | SP: 2 Credits | Range: 4 hexes (area)

Effect: All enemies in area have +1 SP cost to all cards for 1 turn.

"We control the market. You merely survive it."

CORE CARD 5

Hostile Takeover

Type: Attack | SP: 4 | Range: Melee (1 hex)

Effect: Deal 6 damage, ignore 1 Defense. If this kills the target, gain 4 Credit tokens and recover 2 cards from discard pile.

"Their loss. Our gain."

CORE CARD 6

Insurance Policy

Type: Reactive Defense | SP: 3 Credits | Range: Self

Effect: Play when you would take damage. Negate all damage from this attack. Generates 1 Heat. Once per round.

"We insure everything. For a price."

CORE CARD 7

Bribe

Type: Debuff | SP: 2 | Range: 4 hexes

Effect: Target enemy has -2 to their next attack roll and -1 movement this turn. Spend 2 Credits to extend duration to 2 turns.

"Everyone has a price. Even honor."

CORE CARD 8

Contract Enforcement

Type: Buff | SP: 2 | Range: 4 hexes

Effect: All friendly Mercenary units within range gain +2 damage and +2 Defense until end of round. Spend 1 Credit to extend duration to 2 rounds.

"We pay well. They fight better."

CORE CARD 9

Auction Bid

Type: Utility | SP: X Credits | Range: Self

Effect: Draw X cards (where X = Credits spent, maximum 5).

"Knowledge is power. Power is expensive."

CORE CARD 10

Golden Parachute

Type: Reactive Escape | SP: 5 Credits | Range: Self

Effect: Play when your deck reaches 5 cards or fewer. Immediately recover 8 cards from discard pile, remove all Heat, gain +1 Defense permanently this mission. Once per mission.

"Failure is for the poor."

CORE CARD 11

Soul Drain (×7 in deck)

Type: Attack | SP: 3 | Range: Melee (1 hex)

Effect: Deal 4 damage. Gain 1 Credit token.

(Balance Update Oct 19: Increased deck count from ×5 to ×7 for consistency)

"Your soul has value. We'll take it."

CORE CARD 12

Compounding Interest (Passive)

Type: Passive | SP: N/A | Range: N/A

Effect: Each consecutive attack against the same target deals +2 additional damage (stacks indefinitely until you switch targets).

(Balance Update Oct 19: Increased from +1 to +2 damage per turn)

"Debts accumulate. Interest compounds. You will pay."

CORE CARD 13

Contract Breach

Type: Attack (Burst) | SP: 4 | Range: 5 hexes

Effect: Deal 4d6 damage (14 average), ignore 2 Defense. If target dies, refund 2 SP.

(Balance Update Oct 19: Increased from 3d6 to 4d6 damage)

"Terms were clear. Penalties are final."

Primary Weapon: Executive's Arsenal

The Exchange doesn't pilot crude war machines...they command Caskets equipped with precision financial instruments (that also happen to be lethal). Their weapons embody their philosophy: wealth empowers strikes, and every kill liquidates assets.

Sample Cards (12 total in deck)

Ledger Strike (×3)

Cost: 2 SP | Range: Melee | Damage: 3

Deal 3 damage. If you have 3+ Credits, deal 4 damage instead (wealth empowers).

Coin Throw (×3)

Cost: 2 SP | Range: 4 hexes | Damage: 2

Deal 2 damage at range. Spend 1 Credit to deal 4 damage instead (premium ammunition).

Buyout Strike (×2)

Cost: 4 SP | Range: Melee | Damage: 6

Deal 6 damage. If this kills the target, immediately summon 1 Mercenary at no Credit cost (acquire their contracts).

Executive Order (×1)

Cost: 3 SP | Range: 6 hexes | Damage: 4

Deal 4 damage. Target has -2 SP next turn (economic pressure).

Support Units (Mercenary Contracts)

Unlike other factions, the Exchange doesn't field loyal soldiers...they hire disposable mercenaries. These units are expensive but effective, and can be sacrificed for profit when convenient.

Standard Mercenary (Summonable via Hire Mercenary)

HP: 8 | Movement: 4 | Defense: 1 | Damage: 3

Basic hired soldier. Fights competently, dies easily. Costs 3 Credits to summon. Can have 2 active simultaneously. Expendable and profitable.

Elite Mercenary (Premium Contract)

HP: 12 | Movement: 4 | Defense: 2 | Damage: 5

Veteran killers who demand higher pay. Costs 5 Credits. Can perform flanking maneuvers (+2 damage from rear). More expensive, more deadly.

Debt Collector (Ledger Orthodox Enforcer)

HP: 10 | Movement: 3 | Defense: 2 | Damage: 4

Religious zealots hunting contract breakers. Can "Audit" enemies (reveal hand, steal 1 card if target has Credits). Gains +2 damage when attacking targets who broke deals.

Notable Figures

Director Ilyara Voss (The Ice Queen of Commerce)

Age: 54 | Casket: "The Counting House" (mobile vault fortress)

Ilyara Voss embodies the Rational House: emotionless, calculating, and utterly amoral. Born into a pre-Sundering banking family, she bought her way through the apocalypse and rose to become CEO of the most powerful institution in the shattered world. She wears impeccable tailored armor with no religious symbols...secular to the bone. Her cold gray eyes see people as balance sheets, and she honors contracts to the letter while exploiting every loophole.

Unique Abilities: Market Crash (increase enemy SP costs for 2 turns), Hostile Takeover (steal enemy units), Golden Parachute (resurrect at full HP for 10 Credits)

"Everything has a price. Including me."

Brother Balthus the Reckoner (Divine Accountant)

Age: 67 | Casket: "The Ledger's Wrath" (armored cathedral)

High Priest of the Ledger Orthodox, Brother Balthus believes every transaction is recorded in a literal divine book. He claims "Ledger Sight"...the ability to recall any transaction ever made with perfect accuracy. Covered in ritual scars (one per contract enforced), he is merciless toward those who break deals. Paradoxically honorable, he always honors his own contracts even when disadvantageous, and hates Director Voss for her secular corruption of sacred economics.

Unique Abilities: Divine Audit (reveal enemy hand, steal Credits), Contract Enforcement (10 damage to contract breakers), Ledger's Blessing (recover cards when spending Credits)

"The ledger balances. Always."

Faction Relations

Faction Status Notes
Church of Absolution FRIENDLY Ledger Orthodox is Church splinter sect. Shared theological history, strong trade.
Elven Verdant Covenant NEUTRAL Elves distrust economics but trade for resources. Pragmatic tolerance.
Dwarven Forge-Guilds ALLIED Dwarves respect Exchange monopoly. Strong trade partners. Mutual profit.
The Ossuarium NEUTRAL Exchange deals with undead. No moral judgment, pure business.
The Wyrd Conclave DISTRUSTFUL Fae bargains undermine Exchange contracts. Competing systems.
Nomad Collective FRIENDLY Nomads rely on Exchange for currency stability. Symbiotic relationship.
Vestige Bloodlines FRIENDLY Exchange deals with anyone who has coin. Neutrally amoral.
Emergent Syndicate NEUTRAL Exchange sees Syndicate as clients. No moral judgment on post-human evolution.
Crucible Packs FRIENDLY Crucible respects Exchange neutrality. Honor recognizes fair commerce.

Recommended Builds

War Profiteer (Economic Engine)

Mercenary Commander (Swarm Leader)

Insurance Broker (Defensive Profiteer)

Strategy Notes

Strengths: Infinite Credit scaling (War Profiteer profits from all kills), action economy (Mercenaries act independently), extreme control (Economic Leverage, Market Manipulation, Bribe), survivability (Insurance Policy, Golden Parachute), card advantage (Auction Bid).

Weaknesses: Credit-dependent (weak without economy), slow early game (need kills for Credits), fragile Mercenaries (8 HP dies fast), complex resource management (track Credits, Mercenaries, SP), no innate damage scaling (rely on Credits for damage).

Early Game (Turns 1-3): Focus on securing first kills to generate initial Credits. Use primary weapon (Ledger Strike, Coin Throw) efficiently. Avoid spending Credits until you have 6+ banked. Position aggressively to profit from War Profiteer (gain 2-3 Credits per nearby death).

Mid Game (Turns 4-6): Summon Mercenaries (6 Credits = 2 Mercenaries for maximum pressure). Use Contract Enforcement before Mercenaries attack (+2 damage makes them lethal). Apply Economic Leverage to key targets (force skip turn or take damage). Market Manipulation when enemies are low on SP (force bad decisions).

Late Game (Turns 7+): Maintain 10+ Credit bank for Insurance Policy spam (negate lethal attacks). Golden Parachute if deck drops to 5 cards (resurrect with 8 cards). Auction Bid for card advantage (spend 5 Credits = draw 5 cards). Continue Mercenary pressure until victory purchased.

"We don't fight wars. We buy outcomes. Victory is simply the most profitable result." -Director Ilyara Voss, Exchange Doctrine

Schisms & Renegade Houses

The Exchange maintains ideological unity through profit motive, but internal rifts have emerged over HOW to maximize wealth. These Schisms enable mirror matches...Exchange vs Exchange, merchant vs extremist. Both sides pilot the same Caskets and use Credit economics, but their business ethics differ profoundly.

The Ledger Absolutists (Renegade House)

Ideology: ONLY Credits matter. No morality, no alliances...pure profit calculus.

Schism Event: The Dual-Market Scandal of Year 318 - Broker-Prime Vallis sold weapons to BOTH sides of a brutal civil war, maximizing profits while 10,000 civilians died in the crossfire. When confronted, he presented a 40-page profit analysis proving it was "optimal market behavior." The Rational House exiled him for "destabilizing markets long-term," but the Ledger Absolutists claim "markets always rebuild...profit NOW is the only truth."

Philosophy:

Visual Distinction: Absolutist Caskets feature pure gold/silver livery with no moral symbols...only Credit counters, profit graphs, and ledger scrolls. They display wealth obsessively.

Tactical Differences:

Why They Fight the Exchange: Absolutists view mainstream Exchange as "cowards hiding behind fake sustainability." When they clash, it's economic ideology: "You pretend morality improves profits. We accept truth...wealth justifies everything."

Gameplay Note: Use standard Exchange deck, but roleplay extreme capitalism. Absolutists maximize Credits at ALL costs, ignore team play (flavor only), and treat warfare as pure profit opportunity.

The Debt Collectors (Rival House)

Ideology: Credits buy violence. If you owe, we collect...in blood.

Schism Event: The Black Ledger Purge of Year 362 - Enforcer Cadre "Black Ledger" began murdering debtors who couldn't pay, treating unpaid debts as capital crimes. They hunted down 300 bankrupts and executed them publicly. The Exchange banished them for "alienating 40% of customer base" (dead clients can't generate future revenue), but the Collectors claim "fear IS a form of payment...terror stabilizes markets."

Philosophy:

Visual Distinction: Collector Caskets feature black armor with blood-red Credit symbols, literal body-count ledgers engraved on plating, and intimidation iconography. They look like executioners, not merchants.

Tactical Differences:

Why They Fight the Exchange: Collectors view mainstream Exchange as "weak negotiators who beg for payment." When they clash, it's enforcement philosophy: "You offer deals and discounts. We break kneecaps and take what's owed. The market respects violence."

Gameplay Note: Use standard Exchange deck, but roleplay violent debt collection. Collectors treat enemies as "debtors to punish" (flavor only), spam aggressive tactics, and embrace being terrifying enforcers.

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