Topics
  1. The wave
  2. The reserve
  3. The fog
  4. The fortress
  5. Ground
  6. Roads and places
  7. Buildings
  8. Abilities
  9. Allies and borders
  10. Gold
  11. Controls

How to play

Ground

The ground decides how fast a wave moves and how much it costs.

  • Meadow, wheat fields and dry plain are normal ground
  • Woodland is slower and costs more
  • Mountains are hard to cross. Going around is often better
  • Sea and polar ice stop a wave
  • Meadow in the game

    Meadow

    Easy land. 1 point takes 12 pieces. Wave at normal speed. A wildfire runs through it: 1 piece in 1.1 s.

  • Wheat fields in the game

    Wheat fields

    Easy land. 1 point takes 12 pieces. Wave at normal speed. A wildfire runs through it: 1 piece in 0.7 s.

  • Dry plain in the game

    Dry plain

    Easy land. 1 point takes 12 pieces. Wave at normal speed. A wildfire runs through it: 1 piece in 0.7 s.

  • Woodland in the game

    Woodland

    Thick cover. 1 point takes 6 pieces. Wave 2x slower. From woodland you hold, an enemy gets only 2 pieces per point. A wildfire runs through it: 1 piece in 0.4 s.

  • Burnt ground in the game

    Burnt ground

    Easy land. 1 point takes 12 pieces. Wave at normal speed. It does not burn again in this round. While it glows, nobody has taken it since the fire: taking it costs 4x.

  • Mountains in the game

    Mountains

    A real barrier. 1 point takes 1.5 pieces. Wave 6x slower. Often better to go round.

  • Sea in the game

    Sea

    Stops the wave. Click into it and your realm spreads to the shore. With a harbour, a click on land beyond it sends a ship.

  • Polar ice in the game

    Polar ice

    Nobody can take it.

Next: Roads and places