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
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.
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 + 80 Food
- Train
- 2 min
- Space
- 2
Archer
Ranged support specialized in maneuver defense
- Cost
- 60 Gold + 60 Food
- Train
- 2 min
- Space
- 2
Guardian
Armored field defender and siege breach specialist
- Cost
- 70 Gold + 70 Food
- Train
- 2 min
- Space
- 2
Knight
Elite heavy cavalry with high field and breach power
- Cost
- 180 Gold + 180 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.
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.
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.
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.