Online play requires Firebase config — see FIREBASE_CONFIG in the page source.
Waiting for the host to start…
First to reach any one of these wins:
| Population 15 | Total pop from all your holdings |
| Tax Collected 40 | Cumulative gold earned (not current gold) |
| Army 8 | Total units on the board |
| Holding | Pop | Cost | Notes |
|---|---|---|---|
| Castle | 5 | — | Starting base · supply anchor |
| Village | 3 | 20g | Upgrade from Outpost · supply anchor |
| Outpost | 1 | 20g | Reduces supply cost · NOT a supply anchor |
Income per turn = Fiefs (1g each) + Population (1g per pop)
Example: 6 fiefs + Castle(5) + Village(3) = 14g/turn
Spearman ▲ kills Knight ◆ · Knight ◆ kills Bowman ● · Bowman ● kills Spearman ▲
Same-type ties kill both — unless defender is on Forest, then defender wins.
Bowman vs Bowman at range: both die. Bowman vs Knight at range: no effect.
Path: traces ONLY through your own fiefs — unclaimed tiles block just like enemy tiles.
Cost: 1g/tile to nearest holding (Outposts count). Paid when you click End Turn.
Survival: must reach a Castle or Village. Outpost-only = unit dies.
Quartermaster / paid passage let you cross enemy fiefs (not unclaimed).
Damage ticks at end of round: besieger on the holding + every adjacent enemy unit = 1 dmg each.
Bowmen contribute unless they fired their ranged attack elsewhere this round.
Fighting your way to the adjacent tile still counts — position matters, not how you got there.
Heals +1/round only if no enemy on top (adjacent enemies don't block heal).
Pop 0 + your unit on it = captured.
When your castle is captured, you keep playing — your gold, color, units, and other holdings remain.
No income: you skip gold collection each turn until you recapture a castle.
Supply still applies: units must reach a Village (or recapture a castle) or they die. Supply costs still deduct from your gold.
Recapture: whoever has a unit on a castle when it falls takes it — including the original owner.
Outpost (20g): your unit on your fief + 1-tile spacing.
Village (20g): upgrade an Outpost — select the outpost, click upgrade.
Units: 1/round max, placed at any of your holdings (castle/village/outpost).
Forest ends movement. River crossing ends movement. Mountain/Lake impassable (lakes freeze during Winter — walk on them).
Knights conquer tiles they pass through — 2-hex move = 2 fiefs claimed.
Houses dealt randomly · Per-tile supply cost · Enemy fiefs block supply · Holdings captured not razed · Gradual siege heal · Unit-on-fief build requirement · Knight conquers jumped tiles