Game Objective

You start with a single castle. If you capture enough castles (which depend on the map), you win the game.

Game Turn

On your turn, you will do four things. Train units, order other units to move, buy scrolls and cast spells.

  • Train Units

Each castle you own can produce 1-6 units each turn. Your home base can produce 2, and the castles you capture start with a production of 1, but all can be upgraded. Units are paid for when the training starts, but are not ready until the next turn. If the castle is captured before then, no units are produced, and no refunds are given!


  • Order Movement

Each army unit can be ordered to move to a neighboring area. If the unit has a movement value greater than 1, the unit can be ordered to move to several connecting areas. There is no limitation of how many units an area may hold. 


  • Convey Units

Units may also be ordered to convey using friendly ships. To convey, the unit must be adjacent to the ship area. The ship can load, move and unload the unit in the same turn. The ship can also go on longer expeditions, with the unit still on board. If your ship is lost in combat, any units on board are lost. Each ship can hold units up to its capacity (1-3). Loading and unloading units takes 1 movement time each.


  • Buy Scrolls, Techs and Buildings

Each round a set of random scrolls are offered at the market, with random prices. You can buy these and gain access to them immediately. Some scrolls allow you to build buildings onto the map that gives certain bonuses. Like using scrolls, buildings are built instantaneously. Among scrolls, there are dragon eggs and blueprints. These can be used to build dragons and galleons in a castle.

Every third round, a random Tech is available for research. Research costs money each round and cannot be aborted. A tech gives a permanent bonus for the rest of the match.


  • Cast Spells

Certain units may cast spells that either give bonuses or negative effects to units. 



    Turn Order


    Once all players have submitted their orders, all orders are executed simultaneously. The turn resolution is performed in the following steps:


    1. Units Move

    All units move according to their given order a half area at a time. Thus a unit moving from A to be will first be at A, then in-between A and B, then at B. If, at any time, enemies are encountered movement will stop, with the exception of units meeting in between A and B. Such in-between meetings will result in an immediate battle and the winner continues to move to the next region in their move orders. If the units were injured in the skirmish battle and is part of a new battle, they will begin that battle injured.

    2. Spells are Cast 
    After one round of movements (units have moved 1 region) all mages will cast their spells, unless they are currently in combat.


    3. Units Fight

    When all movements are finished, battles will occur in all locations where there are forces of different kingdoms present. After battle at most one kingdom will be present in each area.


    4. Income is Collected

    Areas may be taxed if you own the region. Regions are captured with units.


    5. Upkeep is paid

    Each unit has an upkeep that must be paid with gold. If there is not enough gold to pay the upkeep, you must begin the next turn by disbanding units until the debt is paid.


    6. Units are Built

    Finally, new units are built in each castle that had build orders and have not switched owners during the battles.




    Battles


    If units belonging to different kingdoms meet during a movement, an automatic battle will occur. A battle round consists of 1) Units deal damage and 2) Units are eliminated. The battle will continue until one kingdom has no units left in the battle, or all units have been eliminated. At the end of the game turn, all units that were injured are healed.


    1. Units Deal Damage

    Each unit deals damage equal to its attack value. If there are multiple units to choose from, injured units will be prioritized, then cheaper units over expensive ones. If a unit is killed, any remaining damage will be dealt to the next unit.


    2. Units are Eliminated

    If a unit suffers as many hits as hit points, it is eliminated and will not participate in further battle rounds. Note that all units in the current round will deal its damage.


    Example Battle


    Greg has an army of 3 swordsmen and 2 knights. He invades Scott’s land which is only defended by 2 swordsmen. However, Scott has anticipated this and ordered 3 swordsmen from an adjacent land to aid in the defense. When Greg’s army arrives, so do Scott’s reinforcements and the two armies battle. 3 swordsmen and 2 knights against 5 swordsmen. Who will win?


    Round 1

    Greg’s knights deal 2 damage each to Scott’s swordsmen, taking out 2 swordsmen. Greg’s swordsmen deal a total of 3 damage, killing one swordsman and injuring another. Scott now has 1 normal and 1 injured swordsman remaining. 

    Scott hits back with all 5 swordsmen, a total of 5 damage which kills 2 of Greg’s swordsmen and injures another. Greg now has 2 knights and 1 injured swordsman.


    Round 2

    Greg’s knights deal 2 damage each to Scott’s swordsmen, and his swordsman deal an additional 1 damage, for a total of 5 damage to Scott’s army, enough to kill it.

    Scott’s 2 swordsmen deal one damage each, killing the last swordsman but not enough to kill a knight.

    Greg is victorious with 2 knights remaining. The injured unit heals at the end of the game turn.

    Units


    Swordsman
    Movement: 1
    Hit Points: 2
    Attack: 1
    Cost: 2 gold
    Upkeep: 1 gold


    Knight
    Movement: 2
    Hit Points: 3
    Attack: 2
    Cost: 5 gold
    Upkeep: 2 gold


    Trireme
    Movement: 1
    Hit Points: 2
    Attack: 2
    Capacity: 3
    Cost: 5 gold
    Upkeep: 1 gold


    Galleon
    Movement: 1
    Hit Points: 7
    Attack: 4
    Capacity: 1
    Cost: 1 blueprint
    Upkeep: 2 gold
    Build Time: 2


    Mage
    Movement: 1
    Hit Points: 1
    Attack: 1
    Cost: 5 gold
    Upkeep: 1 gold
    Can cast spells


    Dragon
    Movement: 3
    Hit Points: 5
    Attack: 3
    Cost: 1 dragon egg
    Upkeep: 4 gold
    Build Time: 2

    Dragons can move on both land and water. Can neutralize, but not capture territories.

    Guard Tower
    Movement: 0
    Hit Points: 1
    Attack: 3
    Cost: 1 scroll from market
    Build Time: 2

    Have no fighting power the turn it is being built (indicated by an uncomplete tower).

    Spells


    Fog
    Range: 2
    Mana Cost: 1

    Any unit trapped in the fog can not move out until the next turn.


    Earthquake
    Range: 2
    Mana Cost: 2

    Deals 3 damage to enemy ground units in a region


    Market (scrolls)


    Improve Defense
    Increases the attack value of a castle by 1. Use in a castle. Each castle can only be upgraded once per turn.


    Improve Production
    Increases the production value of a castle by 1, meaning the castle can produce more units each turn. The maximum production value is 6. Each castle can only be upgraded once per turn.


    Sawmill
    Is built in a region by a soldier or knight. The region must not have any other buildings. Increases the gold yield of that region by two. The price of the sawmill increases by 2 for each sawmill already owned by you.


    Market
    Gives the bonus effect that all your castles yield 1 extra gold each turn. Only one market can be bought.


    Dragon Egg
    Allows you to build a dragon. Use it in a castle, it will produce a dragon in 2 turns.


    Galleon Blueprint
    Allows you to build a galleon. Use it in a castle, it will produce a galleon in 2 turns.


    Build Guard Tower
    Allows a soldier or knight to build a guard tower in the region it is in. The unit can build and move the same turn.

    FAQ


    1. Q) What happens if I build a ship in a sea region that is occupied by an enemy ship?

    A: The ship will be built and the units will coexist in the same region for half a movement round. If both stand still or move the same direction, they will engage in combat.


    1. Q) Can a mage move after or before casting a spell?

    A: If given a move order, and a cast spell order, the mage will first cast the spell, then move. He is not allowed to board a ship as movement, after casting a spell.