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Hearth boards

Dev prototype Encounter · facts checked 2 November 2026

Hearth boards are the turn-based home disturbances at Hearth. On 2 November the user said home defence should use the same engine as run rooms, and that "every disturbance shouldn't be the same either, so I think you need to make quite a lot of boards".

How it works#

The lifecycle:

  1. While you are away, at most one disturbance queues. It never happens off-screen.
  2. On your return, the return summary shows it. It starts only when you press Ready.
  3. You play the board. It costs no Endurance.
  4. Afterwards the host reports the struck line. A failed defence means free recovery, and nothing is deleted.

The board:

Disturbance types#

Type (first act)The problem
Pressure wave (I)Telegraphed fronts on one or two lines, as in the Gardens
Debris fall (I)Forecast clumps land on line tiles and tire the neuron until cleared
Lingering aftermath (II)No new threat: settle two or three lingering responses before the deadline
Quiet clog (II)Hidden fronts; Mote's watch reveals those on the east line
Busy evening (II)Keep the crossing and handoff tile clear for the Evening Pair's pulse
Rosette surge (III)One pressure at the junction strains every line at once; where you stand matters

From Act IV, some boards combine two types.

Numbers#

ActBoards
I (tier 1)first-pressure, west-squall, east-bend, leaf-fall, junction-litter, gate-wind
II (tier 1)after-the-storm, long-evening, quiet-east, quiet-west, evening-pair, two-fronts
III (tier 2)rosette-surge, surge-west, new-road, south-litter, quiet-junction
IV (tier 2)storm-and-litter, both-growths, quiet-post

Claude B's bots (SIMULATION, 2 November, with the score fix): tier 1 base, novice fails 50%, expert 0%; tier 2 base, novice fails 75%, expert 0%. At strain 4 a board overreacts with one extra front and leaves scorch marks; surge-west cannot overreact fairly, so the host picks another board.

In the brain#

The anchors are labelled inspiration, not claims. Highly connected hubs are costly and hit hardest in human brain networks (Crossley 2014), which inspires the Rosette surge. Microglial surveillance shifts with sleep and wake in mice (Gu 2023), which inspires Busy evening.

Development#

See also#

Home duties · Hearth strain · Companion stress · Hearth · Turn-based encounters

Sources#

  1. 215bfbf88:docs/game-balance/31-turn-based-encounters.md
  2. d662d8577:docs/ops/agent-messages/2026-11-02-claude-a-expeditions-hearth-boards.md
  3. 215bfbf88:docs/game-balance/30-home-base-plan.md
  4. b89f778c2:docs/ops/agent-messages/2026-11-02-lead-reconciled-game-integration.md
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