๐ฏ The Goal
Conquer the entire island by eliminating the 3 AI factions and expanding your territory.
๐พ Land & Castle Income
Choose Build castle, then tap one of your highlighted tiles to place it. Tap your castle's picture to open its upgrade panel, check the price and income, then press Upgrade.
Each clear land hex yields +1 gold / turn. Dead troops leave a gravestone for one complete round, then it becomes a tree. Graves and trees earn 0 gold until cleared by moving a troop onto the tile. Once per round, each adjacent pair of trees can grow a new tree on a shared neighbouring clear tile. New trees cannot spread again that round, and growth cannot replace troops, castles, graves, mountains or water. Mountains cannot be entered and earn no gold. Castles generate extra bonus revenue:
- Level 1 Castle: +2 extra gold / turn
- Level 2 Castle: +5 extra gold / turn; upgrade costs 25g.
- Level 3 Castle: +10 extra gold / turn; upgrade costs 45g.
- Level 4 Castle: +20 extra gold / turn; upgrade costs 80g.
โ๏ธ Mustering & Field Merging
Troops are trained directly at your Castles. A Castle can only muster one unit at a timeโyou must march troops out of the castle to free it up for reinforcements!
Field Merging: If you can't afford to upgrade your Castle yet, train basic Scouts, march them into the field, and combine them together (1 + 1 = Guard, 2 + 1 = Knight, etc.) to breach heavy fortifications!
Merging ready troops leaves the combined troop ready to act. Merging with a troop that already acted does not give it another move.
Moving onto an empty friendly tile is free, including when moving a new recruit out of its castle. Capturing neutral or enemy territory uses the troop's action.
๐ฐ Castles & The Breach Math
A hex's defense equals the highest of: its defending unit, its castle level, or any adjacent friendly castle.
The Breach Rule: Your attacking troop needs one power more than the tile's defence. Pair two Barons for Power 5 to breach level 4 castles, their protected tiles, and defending Barons. Only two single Barons can form a pair; a Baron cannot group with a weaker troop or an existing pair. Pairing ready Barons is free, and the pair can attack immediately.
A pair still costs 108g per turn in upkeep (54g for each Baron). Its defensive strength remains 4, so another Baron pair can defeat it.
- Undefended Land (Def 0): Needs Power 1 (Scout).
- Lvl 1 Outpost / Guard (Def 1): Needs Power 2 (Guard).
- Lvl 2 Fortress (Def 2): Needs Power 3 (Knight).
- Lvl 3 Citadel (Def 3): Needs Power 4 (Baron).
- Lvl 4 Castle / defending Baron (Def 4): Needs Power 5 (two Barons).
โ ๏ธ Exponential Upkeep & Starvation
Troops demand wages each turn:
- Scout (P1): 2 gold / turn
- Guard (P2): 6 gold / turn
- Knight (P3): 18 gold / turn
- Baron (P4): 54 gold / turn
Warning: When a capture cuts territory apart, troops in any resulting fragment that cannot cover their upkeep die immediately, leaving gravestones. Castle income counts towards that support. Troops stranded on a single tile always die immediately. Bankrupt troops also leave gravestones. Each gravestone becomes a tree after a complete round.