The short answer
The standard contract lasts 20 Years. Hunger rises as the run continues, and failing to produce enough food before the available Seasons end leads to Game over. Reach Year 20 and the game displays You win.
1. Shop and Build
At the start of a Year, the Shop can offer Buildings, Recipes, Dice and single-use Tools. Buildings are placed around the island's hexagonal Tiles. Most sit where three Tiles meet, so one Building can be adjacent to as many as three Tiles.

Building Slots limit how many Buildings can be placed in the current Year. The available number can change with the Year and other run modifiers, so always plan around the Slots shown on the current board.
2. Roll Dice and form Marks
- Choose Roll Dice to produce the available values.
- Move the Dice you want into the Dice Keep.
- Every pair of kept Dice creates a Mark equal to their sum.
- Use the resulting Marks to activate matching positions on the island.

High Marks such as 9 and 10 are harder to form, but can reach more valuable positions. Dice Rolls and Dice Slots are separate resources: Shrines add Rolls, while the Dock/Harbor route expands Dice capacity.
3. Harvest Ingredients
Active Marks determine which positions can Harvest during the current Season. Harvest moves Ingredients from the activated island positions into the cooking area.

Each Ingredient contributes Fodder. Buildings can change what a Tile supplies or provide additional Ingredient sources. A Farmstead placed beside the coast, for example, can provide Fish even without a matching Dice result.
4. Activate Recipes
A Recipe requires specific Ingredient types. When those Ingredients are present, activate the Recipe by clicking or dragging it before choosing Cook.
- Recipe Slots limit the Recipes available to the run.
- The Merchant Post route unlocks more Recipe Slots.
- Recipes can be upgraded; the single-use Tool Quill was shown raising a Recipe level.
- A Stamp makes its Recipe trigger an additional time.

5. Cook the Offering
Cooking resolves the current Ingredients and activated Recipes into the Offering.

Fodder is the raw amount supplied by Ingredients. Flavor multiplies Fodder. Essence is another multiplier layer, usually associated with rarer Recipes. Individual Recipes and run rules can add further modifiers.
6. Seasons, Hunger and Years
If one Cook does not meet Hunger and another Season remains, the run can continue into the next Season. Farmsteads unlock additional Seasons, but the thresholds change as the run progresses; there is no permanent rule that every two Farmsteads always add one Season.
Meet Hunger to advance to the next Year and earn Ducats. The dragon wakes hungrier as the Years progress. Continue this cycle until Year 20.
