Raising the war table
Opening your private room…
Command
Connecting…
House —
You
House —
Waiting
Treasury & keep
Credits
—
Budget left
—
Armies
—
Castle defence
Muster
Max 2 · arrives next turn
Levy I0 cr
—
Levy II0 cr
—
Budget remaining
—
Cost equals combat power. Each army musters at your castle at the start of next turn, standing apart from the garrison — every one of them can then be ordered independently.
Selected army
Click an army to select it, then click a neighbouring tile to march — or click its own tile again to hold position.
Army roster
Legend
In sight
Scouted (remembered)
Never scouted
Tile income
Your armies
Enemy armies
Planned march
Hold
order
- Orders are simultaneous. Both sides lock, then everything moves at once — one tile in any of the eight directions.
- Friends merge, then fight. Your armies on one tile join before combat. The larger force wins intact; equal forces destroy each other.
- Castles defend with an intrinsic 40 plus every garrisoned army. Both castles falling is a draw.
- Income pays +10 per castle plus the marked value of every tile you occupy.