Features and skills

What hides beneath the simple conquest.

🗺️ Conquest

Deterministic maps

Each level is a randomly generated map of territories — but seeded by the level number. Level 47 is identical for the whole world, and level 999 exists from day one.

Color = chance

A territory's color reveals its resistance at a glance: green a sure win, orange ~80 %, red ~50 %. Difficulty grows from the center of the map outward.

Pity system

A failed attack permanently raises the next chance (80 % → 100 %, 50 % → 75 % → …). Failure is not a punishment but an investment — a dilemma: risk it now, or save up for two tries?

Endless levels

Conquer 100 % of territories to advance. You can return to lower maps to farm resources and loot.

🏡 Homeland

A new beginning

The game does not open with a war but with an abandoned hall. Restore the field, send woodcutters into the forest and repair the hall — only then does the road lead to the map. And your first territory falls for sure.

A signpost shows the way

A signpost in your Homeland shows exactly one next step and one button. The moment you do it for the first time, it points to the next — and when there is nothing to advise, it disappears. No wandering, no quests for rewards.

A painted settlement

Your Homeland is a home in the landscape: mill, sawmill, mine shaft, the herbalist's cottage, a palisade with a gate, forge, watchtower, temple and mage tower. Buildings appear as you advance — and a citadel rises from the abandoned hall.

Palisade and gate

Every level of the palisade strengthens your patrols. At the gate a scout waits to take you on your first expedition into the unknown.

Hall
Mill
Sawmill
Mine shaft
Herbalist
Palisade
Forge
Watchtower
Temple
Mage tower

⚒️ Real-time economy

Armies cost something

No "energy". You pay for attacks with resources produced in real time — whether you play or not. Pace is held by the economy, not screen time.

Grows with you

Every conquered territory adds production (fields, forests, mines, smelters). More territory means faster conquest, but pricier targets — the curve holds a fair band.

Ten structures

In the City you upgrade ten structures level by level — from home workshops to the citadel and the mage tower. The resource bar at the top shows your stores; tap it to open the production overview.

Welcome back

Storehouses have no cap. After a few days away you return to a full treasury and conquer several territories at once.

Grain
Wood
Iron
Steel
Lead
Silver
Crystals

💎 Relic hunt

Six rarity tiers

From common to legendary — and above them a handful of mythic world-unique treasures, the ones legends are told about.

Hall of Relics

Not a backpack but a gallery. What drops once is yours forever. Unowned ones glow as "???" silhouettes — a collector's pull.

Loadout

Relics grant bonuses only while in your active loadout. Swaps "attune" over a few hours — so you plan ahead (production at night, combat in the morning).

No duplicates

Nothing drops twice. A cascade also promotes rolls once you complete a tier — collecting itself speeds the path to rarities.

⚜️ Relic sets

Common and uncommon pieces form themed sets (Night Watch, The Harvest, Miner's Crew…). A complete set ACTIVE in your loadout grants an extra bonus - until you break it up for a better relic. And that is the point.

🌙 Daily rhythm

The army

The army strip on the map tells the truth: home and ready, out on an expedition, or how long until there are provisions for the next attack. Tap it to open the Army sheet — patrols, campaign and expeditions in one place.

Patrols

While the game is closed, your army patrols conquered territories. On return the game tells you what happened — skirmishes, spoils, finds.

Expeditions

From level 3 you can send an expedition into the unknown. Higher risk, higher reward — but also a chance it comes back empty-handed. It always brings amber and forest ingredients for the alchemist, though.

Daily chest

Twice a day (every 12 h) it waits at the bottom of your Homeland — a morning/evening rhythm without skipping sleep. Day streaks raise your chances.

Event of the day

The whole world shares the same event each day ("Silver Mountains +50 % today") — derived from the date, no server needed. A free community topic.

The Court Mage
Fortune of the day
Patrols
Expedition

👑 The royal court

The court is people

The Court tab belongs to the king's closest servants — each with a face, a job and a card of their own. At the top you as the king, below you the messenger, mage, alchemist, jester, seer and scribe.

Royal messenger

Knocks when the chest is ready or an expedition returns, and brings news from the world — who found what. Notifications turn off with a single switch.

Court jester

Jokes on demand and a Daily Challenge — four puzzles in rotation: Royal Dice, a chess problem, the Audience (remember the arriving nobles, the jester will ask) and a sokoban in the warehouse. The whole world solves the same one each day; a little gold and a streak as the reward.

Historical quips

The jester's historical quips come with an explanation of the real event behind them.

Royal Chess

Mate in one and mate in two from real games (Lichess, public domain). The validator knows the rules — castling, en passant, promotion.

Seer

A new fortune every day — shaped by the actual moon phase and today's holiday.

Court scribe

Keeps the Court Almanac of your dear ones' celebrations and the Achievement journal.

Gold and cosmetics

Gold flows from all activity and buys ONLY finery: titles, portraits, frames. Prestige, not power — rule no. 1 holds.

Messenger
Mage
Alchemist
Jester
Seer
Scribe

⚗️ Alchemy and the herbalist

Royal Alchemist

Combine up to three ingredients and discover recipes for your Book — there are 40 of them. And the world's first discoverer is recorded here forever.

Ingredients are not free

Water, fire and stone are always at hand. Forest ingredients and amber have a stock, though, and every new attempt uses them up — even when it fails. A known recipe can be brewed again for free.

The herbalist's cottage

A new building in your Homeland. Every hour it gathers herbs, mushrooms, plantain, thyme, juniper and fly agarics — the higher the level, the more it gathers and the more it stores.

Special ingredients

Every expedition brings amber and forest ingredients. The rare ones — spider silk or a phoenix feather — only come with luck on the road.

Cauldron
Ingredients
Forest
Amber

🧙 Court magic

Crystals

Silver destroys magic, crystal binds it. The mage spins mana at +1 crystal per hour — the same for everyone, playing or not. No mine digs them, no relic speeds them up, they never drop as loot. A hard 24 a day for the whole world — rule no. 1.

The Court Mage

Joins your court at level 10 and learns his spells as you advance. He does not cast idly — before an expedition you pick a spell, the crystals are spent, and the effect lasts for that single march. No permanent power.

Six spells

🔥 Fire Seal (3) +15 pts to the odds · 🛡️ Warding Rune (5) even a failure brings home 70 % of the haul · 🔮 Alchemist's March (10) guaranteed rare spice · ✨ Blessing of Plenty (30) +25 % resources · 🪞 Mirror of Fate (35) a failed march is rolled a second time · 👁️ Clairvoyance (50) one more chance at a relic.

Double casting

From level 25 the mage can hold two spells on a single expedition. The slot itself costs 20 crystals on top of their price — Plenty with Clairvoyance comes to a hundred, and that much is out of reach without a tower.

The Mage Tower

A building in your Homeland, and you may raise it the moment the mage arrives. Without it he holds fifty crystals; the tower raises the vault by fifty up to 300 — and a full vault lets the hours drain away.

Leaderboards
Daily chest
The Court Mage
City

🌍 The real world

Moon phases

The seer knows the actual sky — the moon phase is computed from the date, no location, no internet. On a full moon the court sleeps uneasily.

Real holidays

Christmas, the solstices, Hallowtide and Easter (yes, we compute the computus) — the court celebrates with you. The jester also marks each day with a historical event tied to it. Pure atmosphere, no bonuses.

Court Almanac

With the court scribe, note the birthdays, name-days and anniversaries of those dear to you — the court celebrates them and the royal messenger reminds you even while the game sleeps. You will never again forget a wedding anniversary or your mother-in-law's birthday. Optional and hidden; no effect on the game.

Only on your phone

Almanac names never leave the device — not in the ping, not on the server, not anywhere. The court's feasts are yours alone.

⚖️ Fairness and privacy

Rule no. 1

Exactly the same conditions for every player. Every decision in the game is checked against it.

No head start for sale

A one-time price, no progress IAP, no ads. Everyone pays the same and inside they are equal.

No accounts

Just a nickname you choose at the start and a secret ID. No name, no e-mail, no tracking.

Leaderboard protection

The server checks plausibility (server time, pace caps) — a cheater quietly vanishes from the board without spoiling your game.

Want to see how others are doing? Check the leaderboards. Open the leaderboards →