Rules

Your field manual for growing a realm, raising an army, and choosing the right campaign. Open a doctrine when you need the details.

Campaign loop

  1. 1GrowStockpile Gold and Food.
  2. 2BuildTurn land into capacity.
  3. 3PrepareTrain and research.
  4. 4CommandScout, strike, expand.
Realm & economyProduction, storage, land, and construction

Gold

Base storage 1,000

Food

Base storage 1,000

  • Production stops when storage is full. Excess gains are lost.
  • Every realm begins with 25 acres. Active and unfinished buildings both use land.
  • Construction commits its cost and land immediately. It cannot be cancelled or refunded.
  • Unfinished buildings provide no production, capacity, or training access.
  • Your first Gold Mine is free.
Open infrastructure
Army & trainingUnit roles, training capacity, and research

Militia

Cheap, flexible frontline unit

Cost
30 Gold + 10 Food
Train
1 min
Space
1

Raider

Fast cavalry optimized for maneuver

Cost
80 Gold + 30 Food
Train
2 min
Space
2

Archer

Ranged support specialized in maneuver defense

Cost
60 Gold + 25 Food
Train
2 min
Space
2

Guardian

Armored field defender and siege breach specialist

Cost
70 Gold + 25 Food
Train
2 min
Space
2

Knight

Elite heavy cavalry with high field and breach power

Cost
180 Gold + 60 Food
Train
5 min
Space
5
  • Your realm starts with space for 25 Militia; Camps increase army capacity.
  • Each training-building type runs one queue. More matching buildings finish that queue faster.
  • Laboratories each support one research project. Unit upgrades must be researched in order.
  • Training and research charge upfront and cannot be cancelled or refunded.
Open army
Expansion & scoutingExploration risks and scouting intelligence

10%

Empty trail

25%

Small claim

55%

Good claim

10%

Rich claim

  • Exploration commits Militia and 5 Food per soldier.
  • The required force grows with your land and is calculated before you depart.
  • Only one expedition can run at a time. Survivors return with any land found.
  • Only one scouting mission can run at a time. Reports stay useful for 1 day.
Open exploration
Combat operationsOperation goals, battle timing, and force commitment

Raid

Capture Gold and Food

Strongest
Maneuver
Resolve
1 hr
Return
6 hr

Assault

Seize enemy land

Strongest
Field
Resolve
1 hr
Return
6 hr

Siege

Destroy military buildings

Strongest
Breach
Resolve
1 hr
Return
6 hr
  • Scout first, then choose a target, operation, and committed force.
  • Committed units leave immediately. Only survivors return.
  • Each operation rewards a different army profile: Maneuver, Field, or Breach.
  • Multiple attacks can run together when each uses different available units.
Open combat
Events & standingChoices, consequences, rankings, and Net Worth
  • Event cards show their cost, guaranteed effect, and risk before you decide.
  • You may accept a choice or decline it. Expired events follow their stated default.
  • Positive Gold and Food rewards cannot exceed your storage capacity.
  • Net Worth values your resources, land, buildings, units, exploration commitments, and research.
Open events