Mangan’s Landing — an area-control deck-building board game
Play online
Play online

Mangan’sLanding

2–4 Players
40–60 Minutes
12+ Ages
Medium Weight
Hero. Purchase. Position. Contest.
THE HEROES

Play as one of eight heroes.

Susie Kenzie, Middle Child
Susie Kenzie Middle Child ATOS
Seamus, Reluctant Sage
Seamus Reluctant Sage PINEHURST
Edith Savo, Matriarch of Ios
Edith Savo Matriarch of Ios IOS
Finn Maguire, Forgotten Admiral
Finn Maguire Forgotten Admiral GIG HARBOUR
Oki Beso, Whimsical Prodigy
Oki Beso Whimsical Prodigy ATOS
Gii Osho, Forest Warden
Gii Osho Forest Warden PINEHURST
Bosq Ito, Traveling Scholar
Bosq Ito Traveling Scholar IOS
Kira Wallace, Keen Profiteer
Kira Wallace Keen Profiteer GIG HARBOUR

Hero art in progress — see .

THE BOARD

Five regions worth fighting over.

Complete a Region’s Quest to take control of it. Every Region you control pays you a Recognition (Recognition icon) card each turn, until your Stack there is empty.

Gig Harbour region painting
Gig Harbour

QUEST8 Damage (Damage icon) in this Stack.

Atos region painting
Atos

QUEST3 Tactics (Tactic icon) across your Stacks.

Ios region painting
Ios

QUEST8 Health (Health icon) in this Stack.

Pinehurst region painting
Pinehurst

QUEST8 cards in your Hand.

Mangan’s Landing region painting
Mangan’s Landing

QUESTA Citizen (Citizen icon), a Structure (Structure icon) and a Tactic in this Stack.

01 — REGIONS

Stack cards in five Regions.

Each new card covers the abilities of the one before it. Where you build, and what you leave exposed, decides the board.

02 — DECK

Build your deck as you play.

Buy from the Market with Goods (Goods icon), trash (Trash icon) the cards you have outgrown, and climb your Hero’s Skill Tree.

03 — SCORE

Most Recognition wins.

Score your Recognition cards, each Region you are in, each Region you control, and every checkered flag (Finish icon) left exposed.

THE TURN

Five phases, every turn.

  1. PHASE 1 Hero Resolve your Skill Tree, collect from the Regions you control, and swap cards with your Pocket.
  2. PHASE 2 Purchase Buy from the Market with the Goods in your Hand.
  3. PHASE 3 Position Place Citizens and Structures into your Stacks.
  4. PHASE 4 Contest Play Tactics onto your Stacks, or use them from your Hand.
  5. PHASE 5 Damage & Clean Up Opposing Stacks trade Damage, and destroyed cards and Tactics are discarded together.
Adie, Dealmaker card
The Moneylender and His Wife (1514) — Quentin Matsys
THE CENTRAL TENSION

Play it, or spend it.

Every card in your Hand has up to 3 uses. 

1
Spend it
Its Goods value pays for cards at the Market.
2
Use it
Play its Hand ability, then Discard or Trash it.
3
Stack it
Place it in a Region. Its Stack abilities work while it is exposed.
A NOTE FROM THE DESIGNER

I started Mangan’s Landing because I wanted a deckbuilder my friends and I could finish on a weeknight and still argue about on the walk home.

It’s at build v3.6.2 now. The maths works, and the art has started arriving — the cards on this site are real illustration from artists I’ve been lucky to work with. There’s a lot still to commission, and that’s a big part of what the campaign is for.

If you want to watch it get made, or help make it: the list is the best place to be. If you want to play it, come to a Partiful night. I’ll bring the box.

— [Your name here]
Designer, Mangan’s Landing
PLAY NOW
Play online →
In your browser, against the computer or a friend.

How to play Mangan’s Landing.

Jump to matches

1. Introduction

You play a Hero (Hero icon) leading a party across the realm: recruiting Citizens (Citizen icon), raising Structures (Structure icon), gathering Supplies (Supplies icon) and completing Region Quests, all to earn Recognition (Recognition icon). Most Recognition at the end wins.

Over the game you draft cards from a shared Market, place Citizens and Structures into the five Regions, and clash with your opponents through Tactics (Tactic icon) and Contest Damage (Damage icon). Region presence, deck management and timing are what the game rewards.

1.1 Components §

  • 5 Region cards. Laid in a line between the players, Quest-side up, with the Market at one end. Each Region holds one Stack per player, built out from that player’s side. A Region flips to its Reward side when its Quest is completed.
  • Hero cards, one per player. Each Hero carries a five-step Skill Tree plus a Level 0 step, and a unique starting deck of 8 cards marked with that Hero’s portrait in the corner.
  • Pocket Cards. Each player starts with one Goods card face down in their Pocket. The Pocket is private, holds one card by default, and is where purchases land.
  • Six standing Market piles, always available and never shuffled: Goods (Goods icon) (cost 0), Aim (1), Silver (2), Worker (3), Shop (4) and Recognition (Recognition icon) (5). Ten Recognition are in play, and they are the game’s clock.
  • The Market Deck of roughly 40 cards, shuffled face down beside the standing piles, feeding the four Market Piles.
  • The Market Discard. A shared face-up pile where Trashed cards go. They return to circulation when the Market Deck is reshuffled.

1.2 Object of the game §

Earn the most Recognition by the time the game ends. Recognition comes from four places, counted in full at §9:

  • Recognition cards you own, wherever they sit.
  • Each Region you have a card in.
  • Each Region you control.
  • Each checkered-flag ability exposed at the back of one of your Stacks.

2. Key terms

Worth reading once before a first game. Everything here is used with a capital letter throughout.

Region
One of the five location cards between the players. Each holds one Stack per player and prints a Quest and the phase that Quest is checked in.
Stack
The cards you have placed at one Region, laid sideways and overlapping outward. Citizens, Structures and Tactics all go into Stacks.
Exposed
The last card placed on a Stack. Only an exposed card’s Stack abilities work — unless the ability is printed in a white box, which is never covered.
Hero and Level (Hero icon)
Your character card and its Skill Tree. Your Level equals the number of Regions you have at least one card in, recounted during Clean Up, from 0 to 5.
Pocket
Your private face-down store, and where purchases land. It holds one card plus any increase granted by cards in play, and at least one card must stay in it.
Goods (Goods icon)
The currency. Cards print a Goods value; that value is what they can pay with. Goods produced by abilities sit in your bank for the rest of the Purchase phase.
Supplies (Supplies icon)
The card category that pays: Goods, Silver and anything else marked Supplies. Supplies are never placed in Stacks.
Citizen (Citizen icon)
A body with Damage and Health, placed in the Position phase. Workers are Citizens.
Structure (Structure icon)
Placed in the Position phase alongside Citizens. Harder to destroy, and most carry an ability that keeps working while exposed.
Tactic (Tactic icon)
Placed in the Contest phase only. Its Damage counts for that Contest, its Shields act as Health, and every Tactic is discarded during Clean Up.
Recognition (Recognition icon)
The score, and the clock. Costs 5, does nothing in play, and each card is worth a point. Ten are in the Market; when the pile empties the game is ending.
Quest and control
Meet a Region’s Quest during the phase named on it and the Region card flips to the front of your Stack. You control it until your Stack there is empty at Clean Up.
Priority Player
Acts first in every phase of a turn. Decided by a high roll on the first turn, then alternating each turn.
Trash and Discard (Trash icon)
A Trashed card leaves your deck for the Market Discard or its standing pile. A Discarded card goes to your own Discard and cycles back when you reshuffle.

3. Setup

Two to four players. Allow about five minutes.

  1. Lay out the Regions. The five Region cards in a row, Quest-side up, with the Market at one end. Leave each player clear space on their own side of every Region for their Stack.
  2. Choose Heroes. Randomly, by draft or by agreement. Take the 8 cards marked with your Hero’s portrait, shuffle them, and place your Hero card at the far left of your play area, with your Deck face down at the far right and room for a Discard beside it. Everyone starts at Level 0 with an empty hand.
  3. Take a Pocket Card. Each player takes one Goods card from the Goods pile and places it face down and sideways across their Hero card as their Pocket Card, where it marks their Level. Only you may look at it.
  4. Set the standing piles. Goods 0, Aim 1, Silver 2, Worker 3, Shop 4, Recognition 5, in cost order beside the Market. Ten Recognition are in play.
  5. Shuffle the Market Deck and flip one card face up onto each of the four Market Piles.
  6. Decide Priority. Highest roll of one die takes Priority on the first turn, re-rolling ties. Priority then alternates every turn.
Opponent
Discard
Deck
Hero
Pocket
Their Stack
Their Stack
Their Stack
Their Stack
Their Stack
Gig Harbour
Atos
Mangan’s Landing
Ios
Pinehurst
Your Stack
Your Stack
Your Stack
Your Stack
Your Stack
You
Hero
Pocket
Deck
Discard
Market
Mkt Discard
Goods 0
Mkt Deck
Aim 1
Pile 1
Silver 2
Pile 2
Worker 3
Pile 3
Shop 4
Pile 4
Recog. 5
A two-player table. The Market’s cards lie sideways with their bottoms (the thick edge) toward the Regions, so both players can read them: Market Discard, Market Deck and the four Market Piles nearest the Regions, the six standing piles behind them in ascending cost. Your Pocket Card lies face down across your Hero card and slides along it to mark your Level. Your Hero card sits at the far left of your play area and your Deck and Discard at the far right, leaving the middle open. Your Stacks grow from the Regions toward you.
New player

Nobody draws during setup. Your first four cards arrive from the Level 0 step of your Skill Tree in the first Hero phase.

4. The turn

Four phases, then Damage & Clean Up. Both players complete a phase before either starts the next, and within a phase the Priority Player acts first. You never sit through a whole opponent turn.

1 Hero Hero icon
Skill Tree, then Stack abilities.
2 Purchase Supplies icon
Spend Goods on Market cards.
3 Position Citizen icon Structure icon
Place Citizens and Structures.
4 Contest Tactic icon
Play Tactics, then fight.

4.1 Hero phase §

  • Resolve your Skill Tree in order, from Level 0 up to your current Level. Level 0 always draws 4 cards. A step you have not reached does nothing.
  • Each Region you control pays you one Recognition card from the Market onto the top of your Deck, worked from the Region nearest the Market outward.
  • Then resolve the Hero abilities on cards in your Stacks. An ability only fires if it is exposed, or printed in a white box.
  • Move any number of cards between your Pocket and your Hand.
  • Hero Quests are checked in this phase.

Draw effects are written “+N”. If your Deck runs out mid-draw, shuffle your Discard into a new Deck and keep drawing.

New player

Your Level was set during the last Clean Up and does not change mid-turn. At Level 3 you resolve steps 0, 1, 2 and 3, in that order, every Hero phase.

4.2 Purchase phase §

  • Buy any number of cards, including none, from the six standing piles or from the top of any of the four Market Piles. Buying the top card of a Market Pile exposes the one beneath it.
  • Cost is paid with the Goods value printed on cards in your Hand, and with any Goods an ability has put in your bank. Overpayment stays available for the rest of the phase.
  • Purchase abilities on exposed cards, and “Discard me” abilities from your Hand, may be used here.
  • Purchased cards go to your Pocket. Before the phase ends, move any of them into your Hand.
  • Your Pocket holds one card plus any increase granted by cards in play. At least one card must stay in it, face down. Capacity is checked only at the end of this phase.
  • Purchase Quests are checked in this phase.
New player

Buying is also how you thin: several cards Trash from your Hand or Discard, and a lean deck beats a big one over a half-hour game. Priority matters most here, because the good card goes to whoever reaches it first.

4.3 Position phase §

  • Resolve any exposed Position abilities in your Stacks.
  • Place any number of Citizens and Structures from your Hand into your Stacks, divided across the five Regions as you like.
  • Lay each card sideways so its combat box reads upright. The new card covers the ability boxes of the card in front of it and becomes the exposed card; the covered card’s combat box stays in play.
  • A Reveal ability fires as the card is placed, and again whenever it becomes exposed after being covered.
  • Placement is final. A placed card cannot return to your Hand.

4.4 Contest phase §

  • In Priority order, place Tactics sideways onto your Stacks or use their “Discard me” abilities from your Hand.
  • A Tactic’s Damage counts toward that Region for this Contest only. Its Shields (Shield icon) are its Health, and they absorb damage for the cards behind it.
  • Contest Quests are checked in this phase.
  • When both players have finished, the turn moves to Damage & Clean Up. No damage is dealt until then.

4.5 Damage & Clean Up §

Neither player acts. Resolve one Region at a time, starting nearest the Market.

  1. Each Stack deals its total Damage to the opposing Stack, front card first.
  2. Discard every destroyed card and every Tactic from both Stacks, all at once.
  3. Reset any Region whose holder has no cards left in that Stack.
  4. Recount every Hero Level.
  5. Refill each Market Pile to one face-up card.
  6. Discard all Hands.
  7. Check the Recognition pile. If it is empty, the game ends (§9).

Reveal Triggers between steps 2 and 3. Removing a Citizen, Structure or Tactic can expose a Reveal ability on a card left in the Stack. Each player resolves their Reveal Triggers as they arise, before Damage is dealt in the next Region. If both players Trigger a Reveal in the same Region, the Priority Player resolves theirs first. If that Reveal destroys the other player's Triggered card, the other player still resolves their Reveal.

New player

Your Hand clears every turn. Anything you did not play or move into your Pocket goes to your Discard, and comes back when your Deck reshuffles. There is no hand limit during a turn.

5. Regions, Stacks and control

5.1 Presence and control §

Two different things, and both score.

  • Presence is having at least one card in your Stack at a Region. It sets your Hero Level and scores a point per Region at the end.
  • Control is taken by completing that Region’s Quest, which flips the Region card to the front of your Stack. You hold it until your Stack there is empty at Clean Up, at which point the Region resets and is open again.

Controlling a Region does not keep your opponent out of it. They can build in the same Region, and emptying your Stack there is how they take it off you.

5.2 Hero Levels §

Your Level equals the number of Regions you have at least one card in, from 0 to 5. It is recounted during Clean Up and stands for the whole of the next turn. Both players can be on the same Level.

Every Hero shares the shape of the ladder: Level 0 draws 4 cards and always fires, the middle steps differ by Hero, and the higher steps are what make a wide board worth holding. Your own Skill Tree is printed on your Hero card, greyed out above your current Level. Reaching Level 5 does not end the game.

New player

One cheap Citizen in an empty Region is worth a Level. Spreading thin buys ladder steps; stacking deep wins fights. The game is the argument between those two.

5.3 Stacks §

  • Citizens, Structures and Tactics go into Stacks. Supplies never do — they are played from your Hand and go to your Discard.
  • Cards enter sideways, one at a time, extending outward from the Region. The first card placed is at the front; each new card goes behind it and becomes the exposed card.
  • A Stack ability works only while its card is exposed, unless it is printed in a white box, which is never covered.
  • Combat boxes are never covered. You can always read the Damage and Health of every card in a Stack.
  • There is no Stack size limit. Cards leave a Stack only when destroyed, moved or discarded by an effect, and Tactics leave every Clean Up.
  • If a covering card is removed, the card beneath is exposed again and its abilities come back on — including Reveal, which fires again.

5.4 Region Quests §

Every Region prints a Quest and the phase it is checked in. A Quest is completed when all three of these are true at once: it is the phase named on the Quest, you have at least one card in your Stack there, and you meet the Quest’s condition. You do not need to control the Region to complete its Quest.

Gig Harbour8+ Damage in this Stack · Contest
Kingdom of Atos3+ Tactics across all your Stacks · Contest
Mangan’s LandingA Citizen, a Structure and a Tactic in this Stack · Contest
Pinehurst10+ cards in your Hand · Purchase
Kingdom of Ios8+ Health in this Stack · Hero

On completion the Region card flips and joins the front of your Stack as an ordinary Stack card. From your next Hero phase onward it pays you one Recognition onto the top of your Deck each turn you still hold it. If both players meet a Quest in the same phase, the Priority Player takes it.

A Region resets when the holder’s Stack there is emptied at Clean Up, and can then be claimed again by whoever next meets the Quest.

6. Cards and abilities

6.1 Reading a card §

  • The icon in the top-left corner is the card’s type: Supplies, Citizen, Structure, Tactic or Recognition.
  • The badge in the top-right is its cost, paid in Goods.
  • The white combat box carries Damage (Damage icon) on the left and Health (Health icon) on the right. The Health icon differs by type — a heart for Citizens, a structure mark for Structures, shields for Tactics — but all work the same way.
  • Ability boxes are tinted by the phase they fire in. A Hero portrait in the corner marks a card from that Hero’s starting deck.
  • Once a card is covered in a Stack, its tinted ability boxes are inactive. Its combat box, and any ability in a white box, keep working.

6.2 Five card types §

Supplies icon Supplies. Money. You pay with the Goods value printed on the card.
Citizen icon Citizens. Bodies with Damage and Health. A Citizen holds a Region.
Structure icon Structures. Harder to destroy than Citizens, and most carry an ability.
Tactic icon Tactics. Contest phase only. Their Shields absorb damage for the cards behind them, and all are discarded during Clean Up.
Recognition icon Recognition. Costs 5 and does nothing in play. Each one is a point.

6.3 Where an ability is used from §

  • Hand abilities are used by playing the card out of your Hand. A “Discard me” ability sends it to your Discard; a Trash ability sends it to the Market Discard instead, so it leaves your deck for good.
  • Stack abilities work on the board, while the card is exposed — or always, if the ability sits in a white box.
  • A card can carry both. Only the abilities readable in its current position are available, and where two Hand abilities are joined by “or” you take one.

6.4 Ability marks §

Reveal icon Reveal. Fires when the ability becomes visible: as the card is played, and again each time it is uncovered after being covered.
Finish icon Finish, the checkered flag. Scores when the game ends, and only if the card is exposed at the back of its Stack — or the ability is in a white box.
Trash icon Trash. The card leaves the game or returns to its standing pile rather than going to your Discard.
White box. A Stack ability that is never covered. It keeps working wherever the card sits, so you can build on top of it.
May. Optional. An ability without “may” resolves if it can.
Requirements. Some abilities ask for a count before they work — cards of a type across your Stacks, Goods in your bank, cards in Hand. If the count is not met, the ability does nothing.
New player

If you can read it, it is on. Colour tells you when; a white box means always.

6.5 The icons §

Goods iconGoods. What you pay with.
Supplies Goods iconCitizen Goods iconStructure Goods iconTactic Goods iconRecognition Goods iconRestricted Goods. Each pays only toward the card type it shows: Supplies, Citizens, Structures, Tactics or Recognition.
Trash for Goods iconTrash for Goods. Trash the card out of your Hand and the Goods go to your bank for this phase.
Damage iconDamage. Dealt to the opposing Stack.
Health iconHealth. Damage this high destroys the card.
Shield iconShields. A Tactic’s Health.
Reveal iconReveal. Fires each time the ability becomes visible.
Finish iconFinish. Scores at the end, if exposed.
Trash iconTrash. The card leaves your deck.
Draw iconDraw. +1 draws a card, +2 draws two.
Recognition iconRecognition. A point, and the game’s clock.

7. Damage and combat

7.1 Contest Damage §

  • Total the Damage on every card in your Stack, Tactics included.
  • Assign it to the opposing Stack front to back, the front card being the one nearest the Region.
  • A card is destroyed when the damage assigned to it equals or exceeds its Health. Excess damage carries on to the next card behind, through Citizens, Structures and Tactics alike, until it runs out or the Stack is empty.
  • Both Stacks resolve at once. There is no first strike, and a destroyed card still deals its damage in the same exchange.
  • Damage that has nothing left to hit is ignored. Regions themselves cannot be damaged, and nothing carries over to another Region.
  • Damage does not persist. Survivors are whole again next turn.

7.2 Non-Contest damage §

Some cards deal damage outside the Contest exchange — Aim when it is Trashed, or an ability that strikes a named card. That damage is applied immediately to the card it names, and it destroys that card if it meets its Health. It does not carry over to the card behind.

7.3 A worked exchange §

Seamus and Finn both have Stacks at Pinehurst and at the Kingdom of Atos.

1Setup
Seamus
Lyla 0Damage1Health
Izzy & Bren 1Damage2Health
Pinehurst
Cassian 2Damage2Health
Ja’Rae 1Damage1Health
Finn

Front cards sit nearest the Region.

2Total the Damage
Seamus
Lyla 0Damage1Health
Izzy & Bren 1Damage2Health
Deals 1
Pinehurst
Deals 3
Cassian 2Damage2Health
Ja’Rae 1Damage1Health
Finn

Seamus deals 1. Finn deals 2 + 1 = 3.

3Assign front to back
Seamus
Lyla 0Damage1Health−1
Izzy & Bren 1Damage2Health−2
Pinehurst
Cassian 2Damage2Health−1
Ja’Rae 1Damage1Health
Finn

Finn’s 3 destroys Izzy & Bren, and 1 carries to Lyla. Seamus’s 1 is not enough for Cassian.

4Result
Seamus
Empty
Pinehurst
Cassian 2Damage2Health
Ja’Rae 1Damage1Health
Finn

Seamus’s Stack is empty. Finn’s Stack is whole again.

  • Finn’s 3 hits Izzy & Bren (2 Health) and destroys them; the spare 1 carries to Lyla (1 Health) and destroys her too. Seamus’s Stack is empty.
  • Seamus’s 1 hits Cassian (2 Health) and is not enough. Nothing carries over, so Ja’Rae is untouched.
  • At the Kingdom of Atos, Seamus’s Jarl (1 Damage, 2 Health) faces Finn’s lone Worker (1 Damage, 1 Health). Jarl survives; the Worker is destroyed.

At Clean Up, Pinehurst resets for Seamus and the Kingdom of Atos resets for Finn: neither has a card left there. Seamus drops a Level for losing his presence at Pinehurst, and Finn drops one for Atos.

8. Deck, Discard, Trash and Market

8.1 Your Deck §

You start with your Hero’s 8 cards. Everything you play, spend or lose on a Stack goes to your Discard. When your Deck runs out, shuffle the Discard into a new Deck and carry on — every card you own comes back around, which is why thinning matters.

8.2 Trash §

A Trashed card leaves your deck. Cards from a standing pile go back to that pile; everything else goes face up to the Market Discard beside the Market Deck, and returns to circulation at the next reshuffle. Trashing is not the same as Discarding, which keeps the card in your own cycle.

8.3 The Market §

  • Six standing piles, never exhausted except Recognition, in cost order: Goods 0, Aim 1, Silver 2, Worker 3, Shop 4, Recognition 5.
  • Four Market Piles, each topped with one fresh card from the Market Deck during every Clean Up, covering whatever nobody bought. Only the top card of a pile is for sale; buying it exposes the next.
  • If the Market Deck runs out, shuffle the Market Discard to make a new one.
  • Recognition is the exception that matters: when its ten cards are gone, the pile stays empty and the game is ending.

8.4 Paying §

Cost is paid in Goods. A card in your Hand pays the Goods value printed above it, and abilities can add Goods to your bank for the rest of the phase. Some cards pay more toward a particular kind of purchase, so the value shown can change with what you are buying. Anything you overpay stays available until the phase ends; unspent Goods cards in your Hand are discarded at Clean Up like everything else.

9. Ending the game and scoring

9.1 The end condition §

The Recognition pile is the clock. When it is empty, finish the current turn and then score. The players set the pace: rushing Recognition ends the game early and hands over the tempo, ignoring it hands over the win.

9.2 Scoring §

1 point for every Recognition card you own — deck, Hand, Discard, Pocket or Stack, it all counts.
1 point for every Region you have a card in.
1 point for every Region you control.
1 point for each checkered flag showing on a card exposed at the back of one of your Stacks, or printed in a white box.

Most points wins. If two or more players are level, go to the tiebreakers.

9.3 Tiebreakers §

If two or more players are tied on total Recognition, apply the following tiebreakers in order. Move to the next tiebreaker only if the preceding one does not resolve the tie.

1 — Completed-Quest Regions controlled
The player who controls more Regions with completed Quests (flipped to Reward side) wins. This is the Regions-you-control line of the score, compared directly between tied players.
2 — Hero Level
The player with the higher Hero level, as used during the final turn, wins.
3 — Mangan’s Landing
The player who controls Mangan’s Landing wins. If nobody has completed its Quest, the player with a card in their Stack there wins. If the tied players are all present in it and none controls it, move on.
4 — Most Recognition cards
The player with the most Recognition cards in their Deck, Discard pile and Pocket Card(s) combined wins.

If all four are level, the game is a tie.

10. Quick reference

Turn order
Hero → Purchase → Position → Contest → Damage & Clean Up. Priority alternates each turn.
Costs
Goods 0 · Aim 1 · Silver 2 · Worker 3 · Shop 4 · Recognition 5.
Level
Regions you have a card in, recounted at Clean Up. Level 0 always draws 4.
Pocket
One card, plus any increase in play. Purchases land here. At least one stays.
Exposure
Stack abilities need the back slot, unless they are in a white box. Combat boxes always count.
Scoring
Recognition cards + Regions present + Regions controlled + exposed checkered flags.
Learn it by playing it
The online board runs a full game against a friend or the computer, with the rules enforced as you go.
Play online →
No rule matches that. Try a card name, a phase, or a term like “Pocket”.

Patch Notes

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CARDS TOUCHED
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— A game record waiting to be sent, if a game finished or crashed while you were offline.
— A copy of the patch notes, so the page opens quickly.

Clearing your browser’s site data removes all of it. Fonts are served from this site, not from Google. If you choose Continue with Google, Google’s sign-in button loads from Google and Google’s own privacy policy applies to it.

What I do with it

I send development updates and Kickstarter news, roughly once or twice a month, and occasional playtest invitations. If you asked for the print-and-play files, I use your address to send them and to tell you when they’re updated. That’s all. I do not sell, rent, trade, or share your information with anyone, and I don’t use it to target advertising.

Where it’s kept

In a private Google Sheet that only I can open. It is not published and not shared with collaborators.

Age

This site is not intended for anyone under 16, and every form asks you to confirm you are at least 16 before submitting. If you believe a child has given me their address, email me and I will delete it immediately.

Getting removed

Every email I send has an unsubscribe link at the bottom; one click removes you and I don’t email you again. You can also write to me at the address below and ask to be deleted, or ask for a copy of everything I hold about you. I’ll do it within 30 days, and there’s no need to explain why.

Unsubscribing removes you from mailings. If you’d like the record deleted outright rather than marked unsubscribed, just say so and I’ll delete the row.

Contact

manganslanding@gmail.com
Mangan’s Landing
Seattle, WA

If this policy changes, the date at the top changes with it. Substantive changes go out to the mailing list.

User Agreement

VERSION 1.0 · LAST UPDATED 11 SEPTEMBER 2026

In plain terms: this is an unfinished playtest build, you may play it for free and for fun, I own the game itself, don’t cheat or harass anyone, nothing is sold here, and I can’t promise the servers stay up.

1. This agreement

This User Agreement is a contract between you and Mangan’s Landing (“the developer”, “I”, “me”) covering the Mangan’s Landing digital game, this website, the online play service, and the print-and-play files (together, “the Game”). It combines an end user licence agreement with the terms of service for the online play service.

You accept it by ticking the agreement box when you request an access code or sign up, and by playing the Game. If you do not accept it, do not use the online play service. You must be at least 16 years old to accept this agreement.

2. Grant of licence

Subject to this agreement, you are granted a limited, personal, non-exclusive, non-transferable, non-sublicensable, revocable licence to access and play the Game for your own personal, non-commercial entertainment, and to print and use the print-and-play files for your own play at your own table.

You may not sell, rent, sublicense, or commercially exploit the Game or the files; charge admission to play them; distribute modified copies; reverse engineer, decompile, or disassemble any part of the Game except where that right cannot be excluded by law; or remove any copyright or credit notice.

Streaming, recording, and reviewing your own play sessions is welcome and permitted, including on monetised channels, provided the Game is credited and the footage is your own play rather than a redistribution of the files.

3. Ownership

The Game is licensed, not sold. All rights in the Game — the code, the rules text, the card and region designs, the artwork, the music and audio, the characters, the setting, the names and the trade marks — are owned by the developer or its licensors and are protected by copyright and other laws. Nothing in this agreement transfers any of those rights to you. Third-party fonts, libraries and artwork used in the Game remain the property of their respective owners and are used under their own licences.

4. Your access

Online play is opened by a code sent to your email address, which signs that browser in for thirty days. Keep your access to that inbox to yourself: you are responsible for play that happens under your address, and you may not share, sell, or transfer your access. Your email address is handled as described in the . You can sign out at any time from the in-game menu, and ask to be deleted at any time.

5. Rules of conduct

While using the online play service, you agree not to:

— Cheat, or use bots, macros, scripts, trainers, memory editors, packet manipulation, or any third-party software or hardware that alters play.
— Exploit bugs, unintended behaviour, or errors in the build for advantage. Report them instead — that is the point of a playtest.
— Harass, threaten, stalk, impersonate, or abuse another player, or post content that is hateful, sexually explicit, or otherwise disruptive in any name, message, or signature you can set.
— Interfere with the service: probing, overloading, scraping, denial of service, unauthorised access to another player’s session, or circumventing the access gate or rate limits.
— Collude to manipulate recorded results, or deliberately abandon games to disrupt other players.
— Use the Game unlawfully, or in breach of any applicable export or sanctions law.

Anything you submit that other players can see — a display name, an icon signature, a message — is content you are responsible for, and you grant the developer a non-exclusive, royalty-free licence to host and display it for the operation of the service. Feedback and bug reports you send may be used freely to improve the Game, without obligation or payment.

6. Virtual items and purchases

There is nothing to buy in this build. The Game is free to play, there is no in-game currency, no microtransactions, and no loot boxes.

If virtual items or currency are ever added, they will be licensed to you on the same terms as the rest of the Game: they are not your property, they carry no monetary or real-world value, they cannot be redeemed for cash, and they may not be sold, traded, or transferred outside the Game. Balances, availability, and prices may change, and items may be withdrawn or the service discontinued, without compensation. Purchases will be final and non-refundable except where a refund is required by law. Any purchase made through a third-party store will also be subject to that store’s terms.

7. Suspension and termination

The developer may suspend or end your access to the online play service, with or without notice, if you breach this agreement, if your use harms other players or the service, or if the service is discontinued. You may end this agreement at any time by signing out and no longer using the Game. On termination the licence in section 2 ends and you must stop using the Game; sections 3, 6, 8, 9 and 11 survive. No refund or compensation is due, since the Game is provided free of charge.

8. Provided as-is

This is an unfinished playtest build and it is provided “as is” and “as available”, without warranty of any kind, whether express, implied, or statutory, including any implied warranty of merchantability, fitness for a particular purpose, title, or non-infringement. The developer does not warrant that the Game will be uninterrupted, secure, error-free, or free of data loss, that matches will connect, that saved progress or recorded results will be preserved, or that the Game will meet your expectations. Rules, cards, balance and features change between builds. Some jurisdictions do not allow the exclusion of implied warranties, so parts of this section may not apply to you.

9. Limitation of liability

To the fullest extent permitted by law, the developer is not liable for any indirect, incidental, special, consequential, exemplary, or punitive damages, or for lost data, lost profits, lost goodwill, or service interruption, arising out of or relating to the Game or this agreement, even if advised of the possibility. The developer’s total liability for all claims relating to the Game is limited to the greater of the amount you paid for the Game in the twelve months before the claim, or twenty-five US dollars. Nothing here excludes liability that cannot lawfully be excluded, including for death or personal injury caused by negligence, or for fraud.

10. Changes

The Game may be updated, changed, or taken offline at any time. This agreement may also change: the version and date at the top change with it, and material changes are announced on the mailing list and re-presented at the access gate. Continuing to play after a change means you accept the new version.

11. Governing law and disputes

This agreement is governed by the laws of the State of Washington, USA, without regard to its conflict-of-laws rules. [Confirm your state of residence]

Before filing anything, email me. Most problems with a playtest build are faster to fix than to litigate, and I will try to resolve any dispute informally within 30 days of your written notice.

If that fails, you and the developer agree that any dispute arising out of or relating to the Game or this agreement will be resolved by binding individual arbitration administered by the American Arbitration Association under its Consumer Arbitration Rules, seated in King County, Washington, or conducted remotely at your election. Judgment on the award may be entered in any court of competent jurisdiction. Either party may still bring a claim in small-claims court, and either party may seek injunctive relief in court to protect intellectual property.

Individual claims only. Claims must be brought individually. You and the developer waive any right to bring or participate in a class, collective, consolidated, or representative action, and an arbitrator may not consolidate claims or preside over any representative proceeding. If this waiver is held unenforceable for a claim, that claim proceeds in court and the rest of this section still applies.

Opting out. You may reject this arbitration section by emailing me within 30 days of first accepting this agreement, with your email address and a statement that you opt out of arbitration. Opting out costs you nothing and does not affect your access; disputes then go to the state or federal courts in King County, Washington, and both parties consent to that jurisdiction.

If you live in the EU, UK, or another jurisdiction whose consumer law gives you rights that cannot be waived by contract, those rights are unaffected, including any right to bring proceedings in your local courts.

12. General

This agreement, together with the privacy policy, is the whole agreement between us about the Game. If any part is held unenforceable, the rest stands. A delay in enforcing a term is not a waiver of it. You may not assign this agreement; the developer may assign it as part of a transfer of the Game or the business around it.

Contact

manganslanding@gmail.com
Mangan’s Landing
Seattle, WA

Print it.
Play it.

The whole game, free, as PDFs you can run off on a home printer. It’s the current playtest build — rough edges and all — and I’d rather it were on your table than sitting in my cupboard.

FILE 01
Rules

The complete v3.6.4 rules, kept up to date as the build changes. Confirm your email below and they open straight away.

FILE 02
Card sheets

Every card in the game, including the five region cards, nine to a page with cut lines. Card stock helps; sleeves over index cards work fine too.

Enter email to get the rules and printable copy

Enter your email and you’ll get a confirmation link. Click it and the full rules and the card sheets open immediately. The confirmation step is there so I know the address is real — it also means I can send you the updated files when the build changes.

Optional. When enough people in one place sign up, we work with local game stores and board game enthusiasts to host a session there. Your details are never shared with anyone.

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Lost the email? Enter the same address again and the files are re-sent straight away — no second confirmation needed. Free for personal use. Please don’t sell printed copies. Your email is never sold or shared.

Check your inbox.

There’s a confirmation link waiting for you. Click it and the downloads open straight away — the link works for four hours.

Nothing there after a few minutes? Check spam, and look for a message from manganslanding@gmail.com.

Come sit at the table.

Open tables at game stores and cafes. Bring nothing; I teach the game in five minutes and take notes while you play.

Loading dates from Partiful…

No table on the calendar this minute. Dates go up on Partiful as they’re set, usually a week or two ahead — and to the mailing list at the same time.

Check Partiful

Scheduled sessions you join from anywhere. RSVP on Partiful, then meet in the Discord to find a partner and open a lobby. Each session comes with a short list of things I want tested — usually a hero, a card, or a Region that looks too strong.

Discord
Chat, find a partner, open a lobby

The server is where online tables actually get made: post that you’re free, pair up, and answer the balance questions for that session when you’re done.

Join the Discord

No online session scheduled right now. The Discord is open regardless — people make lobbies there between sessions.

Logged games count toward the Hall of Fame

Every online game records itself when it ends. Five games in and you are eligible to be listed, under whatever name you choose — or not at all, if you’d rather.

Not seeing events in your city?

Most playtest nights happen where enough people asked for one. If you don’t see an event in your city, leave your ZIP code — once a few people in the same place sign up, we work with local game stores and board game enthusiasts to host a session there.

Optional. Used only to spot where sessions are worth organizing. Your details are never shared with anyone.

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The Kickstarter launch date, and what changed in the build, once or twice a month. Never sold, never shared. Unsubscribe from any email.

One more step — check your inbox.

Click the confirmation link I just sent and you’re on the list. If you left a ZIP code, I’ll let you know as soon as there’s a table near you. In the meantime the Partiful page has everything already scheduled.

Meet the Superstars who made Mangan's Landing.

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Counts come from games the board logs when they end — online and on one device both count. Nobody is listed without saying yes first, and you choose the name that appears. Decline and you are never asked again; you can still ask to be added later.

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Get in touch →
Join the Discord

Launching 01/01/2027.

Come back to learn more about the heroes and Mangan’s Landing history. Want more updates? Sign up for our or follow us on Instagram.

ONE MOMENT

Checking that link…

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THAT DIDN’T WORK

Hmm.

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One more thing worth knowing

The Kickstarter launch date goes to the mailing list first, and early-bird tiers are limited. Add your address and you’ll hear it before anywhere else.

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Already ticked the box when you asked for the files? You’re on the list — ignore this.

Check your inbox once more.

There’s a confirmation link for the mailing list. Click it and you’re set.

I can’t finish this alone.

The design is close. There’s art still to commission, the layout needs a real hand on it, and the balance needs a lot more tables than mine. Three roles I’m actively looking to fill — paid or revenue share, your preference, discussed openly.

ROLE 01
Illustrator

Character and region art across five regions and eight heroes. Painterly, warm, a bit storybook — the placeholder deck on this site is the mood, not the ceiling.

SCOPE · 8 heroes + 5 regions
THEN · card art in batches
TERMS · paid or rev-share
ROLE 02
Graphic designer

Card layout, iconography, and the rulebook. The current template works but it’s doing too much — I need someone who can make five card types legible at arm’s length.

SCOPE · card system + icons
THEN · rulebook + box
TERMS · paid or rev-share
ROLE 03
Playtesters

In person or print-and-play. I want people who will tell me a turn felt bad and then tell me why. No design experience needed, strong opinions welcome.

SCOPE · 2–3 games + notes
THEN · credited in the book
TERMS · volunteer, thanked properly

Get in touch

A link to your work and a sentence about what you’d want to own is plenty. I reply to everyone.

Got it — thank you.

I read these myself, usually within a few days. If you sent a portfolio, expect actual notes on it rather than a form reply.

Wholesale, ahead of the campaign.

Mangan’s Landing isn’t manufactured yet, so there’s nothing honest to quote you today. What I can do is put your store on the retailer list — you’ll get terms, case configuration, and a retailer-only allocation window before the Kickstarter goes public.

WHAT I CAN TELL YOU NOW

The known knowns

FORMAT
Small box, card-driven
~180 cards plus five region cards. Shelf-friendly footprint, final dimensions TBC.
THE PITCH
2–4 players, 40–60 min
Sells to the couples-and-roommates shelf and to demo tables. Teaches in five minutes.
TIMING
Kickstarter first
Retail allocation is planned as part of the campaign, with fulfilment after backer waves.
PRICING
Not set yet
MSRP, case pack, MOQ and margin go out to this list the moment the print quote is signed.
Demo copies: if you run in-store demo nights and you’re within reach, say so below — I’d rather a playtest build sat on your demo shelf than in my cupboard.

Register your store

No commitment, no quantities to guess at yet. This just puts you in front of the queue.

Your store is on the list.

You’ll hear from me directly with pricing, case pack and the retailer allocation window before any of it goes public. If you ticked demo nights, I’ll be in touch sooner than that.

Mangan’s Landing

An area-control deckbuilder for 2–4 players, in development. Playtest build v3.6.5.

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THE GAME
ELSEWHERE
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© 2026 Mangan’s Landing
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Optional. When enough people in one city sign up, we work with local game stores and board game enthusiasts to host a session there. Your details are never shared with anyone.

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Never sold, never shared. Unsubscribe with a click.

One more step — check your inbox.

I’ve sent a confirmation link. Click it and you’re on the list; until then nothing gets sent. Next note goes out with the v3.6 card revisions. If you asked for a playtest seat, keep an eye on the Partiful page too.