Ray's Realm

Four armies. One crown. Hold the gold, rule the realm.
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.