New Game

Ironguard

Citadels start with +2 max HP and +10% defense
$0.99

Shadowfen

Units heal 1 HP on kill

Frostborn

Traverse ice freely, move through mountains
$2.99

Celestials

Citadels generate +2 mana/turn

How to Play

Controls

Pan: Drag the map or WASD / Arrow keys

Zoom: Mouse scroll wheel or pinch

Select: Click on a unit or citadel

Deselect: Right-click or Escape

End Turn: E key or button

Next Unit: N or Tab

Fortify: F key (unit digs in, +50% defense)

Sentry: Y key (unit sleeps until enemy spotted)

Goal

Conquer the realm by capturing enemy citadels and destroying their forces. Win by controlling 90% of all citadels, or by eliminating all opponents.

Tech Tree

Press T to open the tech tree. Spend mana to research techs that unlock new units, citadel upgrades, and bonuses.

You start with only Footmen. Research branches into Military, Arcane, and Exploration paths. Choose wisely — mana spent on research can't be used for rushing!

Key techs: Espionage (citadels +3 sight), Grand Arcana (+15% mana), Chivalry (Knight +1 move).

Citadels

Click your citadel to open the production panel. Produce unlocked units (takes several turns), build unlocked upgrades, or rush production with mana.

Citadels generate mana each turn. Mana is used for research, upgrades, and rushing.

Units

Build time is in turns (e.g. "4 turns" means it takes 4 turns to produce).

Footman (4 turns) — Basic infantry. Cheap and reliable.

Knight (7 turns) — Fast cavalry. Strong attack, 2 move.

Trebuchet (8 turns) — Ranged siege. Bombs citadels from range 2.

Griffon (8 turns) — Air interceptor. 6 move, flies over everything.

Dragon (10 turns) — Air bomber. Bombs citadels, strong attack.

Galleon (10 turns) — Sea transport. Carries 6 land units.

Leviathan (14 turns) — Sea monster. Shore bombardment, range 2.

Mage (8 turns) — Ranged caster. Long range 3.

Ice Golem (8 turns) — Anti-air tank. Very tough, 4 defense, 2 move.

Wyrm (10 turns) — Fast sea predator. High HP.

Combat

Select a unit, then click an adjacent enemy to attack. Combat is multi-round — each side rolls to hit based on Attack vs Defense.

Ranged units (Trebuchet, Mage, Leviathan) attack from distance with no counterattack.

Units at half HP are crippled (-25% effectiveness, heroes exempt). Veteran units (3+ kills) get +25% bonus.

Terrain gives defense bonuses: Forest +20%, Hills +15%, Mountains +30%.

Terrain movement: Mountains are impassable to ground units (only air can cross). Forests and swamps cost extra movement. Rivers block ground units. Ice slows ground units.

Capturing Citadels

All units can capture citadels. Move adjacent, defeat all defenders, then click the citadel. Neutral citadels can be captured freely.

Unit Orders

Fortify (F): Unit digs in for +35% defense. Stays until moved.

Sentry (Y): Unit sleeps until an enemy enters sight range.

Transport: Move a land unit onto a Galleon to load. Click the Galleon, then an adjacent land tile to unload.

Leaderboard Scoring

Ranked by AI Score first — each enemy AI adds points: Hard = 5, Normal = 3, Easy = 1. Allied AI don't count.

Ties broken by Map Size (Large > Standard > Small > Tiny), then fewest turns to win.

Example: 3 Hard + 1 Normal enemy = 18 pts. Beat that on Large in 40 turns to top the board.

F Fort Y Sentry L List Esc Deselect

Play with Friends

Create a lobby, invite friends, then start together!

Victory!

The realm is yours

Defeat

Your forces have been crushed

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