Four armies. One crown. Hold the gold, rule the realm.
♪ Click anywhere to start the music
How to play
Each unit has movement points per turn and can spend them in several steps until you press End Turn. Attacking ends that unit's turn. Catapults can't fire after moving.
Gold mines: end a move on one to seize it. Each held mine pays +2 gold at the start of your turn.
Recruit from the sidebar: new units appear near your keep and rest until next turn. Ships spawn on the river.
Ships are unarmed transports. Walk a land unit onto a ship (max 2) to board: that ends its turn and the ship's. Next turn the ship sails 3 hexes and passengers may land on any adjacent shore.
Forests: +1 defence, cost 2 to enter. Crags and river block foot soldiers; cross at the fords.
Forts: pay 30 gold to build one on any grass hex near your units. It gives +2 defence to your unit standing there, and lets you recruit one unit per turn on an adjacent hex (even a ship, if water is adjacent). It collapses if that unit is slain, and is razed if an enemy steps on it. Keeps give +2 and recruit without limit; each tower recruits one unit per turn.
Fog of war: every army, yours and theirs, sees only 3 hexes around its units, keeps and forts (scouts and archer towers see 4). Explored ground stays revealed, but enemies in the dark are hidden.
Healing: wounded units that stay out of battle recover 5% of their health each turn, or 10% if they end within 2 hexes of a keep or fort you hold.
Defenders counter-attack if the attacker is within their range.
Victory: capture all three enemy keeps by ending a move on them. Taking a keep also loots 5–25 gold. Lose your own keep — or your whole army and gold — and the realm is lost.