21 buildings · 21 unit entries · one kingdom to defend
I / Getting started
Your first kingdom
Build an economy that can feed an army, then lead that army through the next raid. Each year brings another chance to expand—and another test of your defenses.
Begin a run
Choose Endless Mode, select Bronze, Silver or Gold difficulty, name your kingdom and choose a Warrior, Paladin or Mage. Your hero contributes both battlefield abilities and kingdom abilities as they level up.
Tutorial Mode is temporarily unavailable while its guidance is updated for the new kingdom screen. The separate Campaign option is not yet available.
A sound opening
Establish Gold, Wood, Stone and Iron production.
Add Housing for Population and Farms for Food.
Raise a Gold Mine to level 2 and build an Iron Mine to meet the Barracks requirements.
Recruit Spearmen and work toward additional troop types.
Inspect the approaching raid and leave enough Food for seasonal upkeep.
Build & gather→Train & improve→Defend the realm→Repair & recover
II / Kingdom building
Make the kingdom your own
Find your way around
Drag the map to look around. Pinch with two fingers on a phone, or use the mouse wheel on a PC, to zoom. The Keep sits above the Inner City; the Rural Areas sit below it. The resource and calendar displays stay fixed while the terrain moves.
The bottom row opens Profile, Army, Raid Info, Hero Info and Options. The Army number is your standing troop count. Raid Info shows the approaching force, its power and the XP available from defeating all of its units. Use the pause and speed controls above Options to manage kingdom time; a large red Paused message indicates a manual pause.
Build on an open plot
Choose an available plot in the district where you want to build. Locked plots need more slot capacity before they can be used.
Swipe or scroll horizontally through the two-row building shop. More choices may be off-screen.
Select a building to inspect its description, resource cost and prerequisites. Faded choices remain selectable so you can read what is missing.
Meet the named building-level requirements and gather the remaining resources. Ready to Build means the current requirements are satisfied.
Choose Build to place it on that plot, or Cancel to leave without building.
Inner City and Rural Areas have different catalogs, with some buildings available in both. Some choices also depend on Kingdom Shop unlocks. Start with five slots in each district; each Keep upgrade adds one slot to each, and applicable Prestige perks add more. New plots unlock outward from the center.
Manage an existing building
Tap a building to center it horizontally and reveal its circular action buttons. Tap away to dismiss them.
Upgrade / Repair
Improve a building using the displayed cost. If damaged, this action becomes Repair. A dimmed action indicates it cannot currently be used; selected buildings show resource shortages for the next upgrade.
Move
Choose another unlocked plot in the same district. An empty plot receives the building; an occupied plot swaps the two buildings. Positions are saved, and removing one building does not shift the others.
Info
Open the building card to inspect its level, HP, production or ability, and next upgrade cost.
Destroy
Review the confirmation before removing a building. Removal does not refund its construction cost. The Keep cannot be removed this way.
Special action
Depending on the building, open Marketplace trading, choose an Infirmary recovery priority, or toggle troop production.
Read the building display
The plot label shows the building name and level. Production bars show the troop being produced and its time information; the fill shows progress. Status displays summarize resource generation per second, troop recipes, recoverable casualties, Marketplace capacity, or tower attack and attack interval. The Keep has no extra status line.
Keep production moving
Resources, army size and Population have separate limits. Storehouses increase resource storage, Army Camps increase troop capacity, and Housing increases Population capacity. Population is also spent on building and recruitment costs where shown.
Check for full storage, a full army, missing recipe resources, a missing prerequisite troop, or a production toggle set to off when a building appears idle.
Understand advanced training
Advanced recruits consume a lower-tier soldier as well as resources. Phalanx replace Spearmen, Marksmen replace Archers, and Knights replace Horsemen. This improves the army without necessarily increasing its total headcount. Open Army details to see the composition changing.
Trade, repair and recover
A Marketplace trades Wood, Iron, Stone and Food for Gold through timed orders. Inspect the order before confirming; its capacity grows with the building’s level. This is separate from a visiting Marketplace quest.
After a raid, use Repair All above the run controls to see the combined resource cost of repairing damaged buildings. Confirm Yes to pay and repair, or No to leave them as they are. Individual repairs remain available through each damaged building.
The Infirmary restores eligible troops from the recovery pool one at a time, consuming Food and requiring army space. Open its priority button, then choose a unit icon or the balanced option. A changed priority affects the next recovery; it does not replace treatment already underway. Militia and starvation losses are not recoverable through this pool.
Use kingdom abilities
Open Kingdom Abilities above Profile to reveal unlocked abilities, with higher-level abilities above lower-level ones. Tap an ability to cast it. Hold its icon for half a second to see its name without casting, then release to dismiss the label. The XP cost beneath each icon updates as your level and the available resources or recovery pool change. Unavailable abilities are dimmed; used abilities display their cooldown. Use the top close icon to collapse the list.
Spend XP through Hero Info to level your hero, and inspect that card for upcoming ability unlocks. The Prestige icon opens the list of active perks and temporary buffs.
III / Calendar & economy
Plan one year ahead
Spring, Summer, Fall and Winter each last 60 seconds of active kingdom time at normal speed. A full year therefore takes four minutes when uninterrupted. Pauses and battles stop kingdom time; increased game speed advances it faster.
Spring
Expand, rebuild and review the year’s quest offers when available.
Summer
Prepare for your selected quest. Its event opens when Summer ends.
Fall
Return to kingdom development and prepare the army for the annual raid.
Winter
Check Food, defenders and the approaching enemy. The annual raid begins at Winter’s end.
Food is an ongoing commitment
At each season’s end, standing troops require 1 Food each before perk reductions. A shortage causes starvation losses. Recruitment and Infirmary treatment can also consume Food, so keep a reserve beyond the next upkeep payment. The calendar panel shows upkeep alongside your year, XP and capacity information.
IV / Quests & expeditions
Beyond the kingdom
Annual quest offers start in Year 2 in Endless Mode. Pick the opportunity you want for that year. A selected event resolves after Summer; leaving the choice unselected through that deadline forfeits the year’s opportunity. Quest events pause kingdom time while you resolve them.
Raid expeditions
Review the enemy and rewards, then choose the eligible troops to send. Militia and defensive buildings stay home. You command the expedition with the same battle controls used for kingdom defense.
A Challenge Raid is generated separately from the normal raid option and doubles its own generated troop counts, with rewards adjusted to that force. Its enemy composition and resource rewards can differ from the normal offer; do not assume it is a copy.
Other opportunities
A visiting Marketplace lets you buy or sell according to that visit’s prices and remaining transaction allowance. A Hireling offer lets you purchase the available troops, subject to their costs and your army space. Review the current offer because quantities and prices can vary.
An expedition’s retreat action ends that expedition. It is different from ordering one unit to fall back within a battle. Review the result before returning to kingdom development; the annual Winter raid still follows later in the year.
V / Raid battles
Command the defense
Before the first attack
Use Raid Info in the kingdom to inspect enemy counts, power and potential XP. When the battle opens, review both forces and their positions before starting. Unit information shows the statistics for that encounter; catalog values later in this manual are base values, before levels, bonuses and encounter scaling.
Combat takes place across battlefield areas. Range determines which areas a unit can attack; movement takes time between areas. Attacks resolve automatically according to each unit’s attack interval, while your orders decide positioning and priorities. Use battle pause, speed, help and the combat log to inspect what is happening.
Orders for a unit—or the army
Select a mobile allied unit to open its circular commands. Army controls issue shared orders to eligible units. Targeting prompts indicate whether your next selection should be an enemy or an area.
Attack
Advance to engage enemies and fight when in range.
Hold
Maintain position and attack enemies within reach. Holding does not disable attacks.
Target
Choose an enemy group to focus on. Mobile units pursue the target as needed rather than treating the order as an instant attack.
Move To
Select a battlefield area. The unit moves there and holds when it arrives.
Retreat
Order mobile units to fall back toward their rear position. This does not end an ordinary kingdom defense.
Unit Info
Inspect the selected group’s current statistics and abilities. Stationary defenders can be inspected but do not receive movement orders.
A unit already crossing an area may finish that movement before applying a new order. Watch its position and movement progress when changing plans.
Choose matchups and protect support
Infantry counters Cavalry
Ranged counters Infantry
Cavalry counters Ranged
A favorable matchup applies a ×1.2 modifier to attack or defending strength as appropriate. Defense reduces damage, but does not make a group invulnerable. Group size, range, attack timing and hero abilities also affect the result. Use durable troops to occupy enemies while ranged groups attack from positions that suit their range.
Defenders are not troop stacks
Each Archer Tower or Wizard’s Tower fights as a separate building with its own HP and attacks. Two towers produce two defender cards; their displayed number is health, not a recruitable unit count. Towers stay in their district and cannot accompany expeditions. Population militia also defend the kingdom; their deaths reduce Population and cannot be treated at the Infirmary.
Use hero abilities deliberately
Raid abilities unlock with hero levels and have both a cooldown and a per-battle cast limit. Choose the ability, then follow its targeting prompt when required. Kingdom abilities use a separate set of controls and XP costs. Consult the hero entries below for the current raid abilities, unlock levels, cooldowns and casts.
At level 10, the Paladin gains Consecration, healing allied troop groups and damaging enemies in his own area; it does not repair buildings. The Mage gains Teleport, moving to a selected area and immediately making an attack against enemies in range. The Warrior gains Overpower, striking an enemy in melee range and stunning its movement and attacks.
After the fighting
Read the outcome, casualties and rewards. The XP preview assumes the full enemy force is defeated.
Inspect damaged buildings and repair those you need, individually or through Repair All.
Check the recovery pool and set Infirmary priority. A fallen hero has a separate recovery process; check Hero Info for availability.
Replenish Food and replace or upgrade troops before the next event.
VI / Buildings & works
The foundations of a kingdom
Every building in the current catalog, with its district, initial cost and prerequisites. Values below describe level 1 before perks. Upgrade costs rise with level; consult the in-game building card before spending.
Keep
Keep
The heart of the kingdom. It generates basic resources and expands storage, army capacity and building slots as it levels up. Losing it ends the run.
+10% attack and defense at level 1; +10% each additional level
Rural Areas
Gold Mine
Extracts a steady supply of gold.
Build cost
3 Wood, 3 Gold, 2 Population
Requires
Available from the start
Base health / max level
100 / 20
Produces / second
1.3 Gold
Rural Areas
Lumber Camp
Harvests wood used by construction and production recipes.
Build cost
3 Stone, 3 Gold, 2 Population
Requires
Available from the start
Base health / max level
100 / 20
Produces / second
1 Wood
Rural Areas
Stone Quarry
Cuts stone for durable construction and higher-level upgrades.
Build cost
3 Gold, 3 Wood, 2 Population
Requires
Available from the start
Base health / max level
120 / 20
Produces / second
1 Stone
Rural Areas
Iron Mine
Mines iron used by military production.
Build cost
15 Gold, 10 Stone, 5 Wood, 2 Population
Requires
Available from the start
Base health / max level
110 / 20
Produces / second
0.85 Iron
Rural Areas
Farm
Produces Food for seasonal army upkeep, recruitment and recovery.
Build cost
3 Stone, 3 Wood, 2 Population
Requires
Available from the start
Base health / max level
90 / 20
Produces / second
1.5 Food
Rural Areas
Storehouse
Raises the storage limit of each basic resource: Gold, Wood, Iron, Stone and Food.
Build cost
50 Wood, 50 Stone, 35 Iron, 25 Gold
Requires
Keep level 4
Base health / max level
125 / 20
Storage per resource
+150; ×1.6 each level
Rural Areas
Army Camp
Makes room for a larger standing army. Capacity from multiple camps adds together.
Build cost
125 Gold, 100 Wood, 100 Iron, 100 Stone, 50 Food
Requires
Keep level 5
Base health / max level
150 / 20
Troop capacity
+50; ×1.4 each level
VII / Muster roll
The kingdom’s army
Six troop types can be trained in the current building catalog. Advanced training consumes an existing soldier as well as the listed resources. Statistics are base values per unit; attack interval is the time between attacks and range is measured in battlefield areas.
Low-tier cavalry that can move quick to do serious damage if not stopped.
Charge. After moving at least one battlefield section, the group's first attack is ready one second after entering range. Selecting an enemy at least one tile away prepares another charge.
Armored cavalry trained from Horsemen. Charges selected distant enemies behind a shield wall.
Charge. After moving at least one battlefield section, the group's first attack is ready one second after entering range. Selecting an enemy at least one tile away prepares another charge.
Targeted Advance. Selecting an enemy at least one tile away grants 3-second movement until the charge lands or the order is abandoned.
Charge Shield. Selecting an enemy at least one tile away grants 2 defense per unit until the charge attack completes or the order is abandoned.
VIII / Champions
Choose your champion
Warrior, Paladin and Mage offer different battlefield roles. Spend kingdom XP to level your chosen hero and unlock abilities. These are level-one statistics. A fallen hero recovers separately from the Infirmary; check the hero’s recovery indicator before the next battle.
Hero · level 1
Paladin
Class
Hero
Health
1000
Attack / defense
125 / 125
Range
0
Attack interval
3 seconds
Movement
5 seconds / area
This hero unit can tank for the army while also performing some healing
Charge. After moving at least one battlefield section, the group's first attack is ready one second after entering range. Selecting an enemy at least one tile away prepares another charge.
Raid · Level 1 · Heal. Restore health equal to the Paladin's attack power to a selected player unit, up to its battle-starting strength. 7 casts per battle · 12s cooldown · 2× attack power.
Raid · Level 5 · Divine Bulwark. Grant every deployed player unit defense equal to one-third of the Paladin's level for 15 seconds (+1 at level 3, +2 at level 6). 4 casts per battle · 25s cooldown.
Raid · Level 10 · Consecration. Heals each allied troop group and damages each enemy group in the Paladin's current area, scaled by his current attack power. Includes the Paladin; does not heal buildings. 3 casts per battle · 20s cooldown · 1× attack power.
Kingdom · Level 3 · Inspiration. Boosts gold, wood, stone, iron and food generation by 10% per hero level for 30 seconds. Costs 10 XP per hero level. Cooldown 120 seconds.
Kingdom · Level 7 · Resurrect. Instantly restores troops from the recovery pool, prioritizing tier 2. Recovers up to 10 tier supply per hero level. Spearmen, archers and horsemen use 1 supply each; phalanx, marksmen and knights use 2. Costs 5 XP per tier supply actually restored, limited by available XP and army space. Cooldown 240 seconds.
Hero · level 1
Mage
Class
Hero
Health
850
Attack / defense
120 / 80
Range
1
Attack interval
4 seconds
Movement
8 seconds / area
A ranged spellcaster who controls the battlefield with heavy damage and slowing magic.
Raid · Level 1 · Fireball. Deal five times the Mage's attack power to a selected enemy unit. 6 casts per battle · 13s cooldown · 1.5× attack power.
Raid · Level 5 · Blizzard. Damage every enemy in a selected area for the Mage's attack power and halve their movement speed for 15 seconds. 5 casts per battle · 20s cooldown · 1× attack power.
Raid · Level 10 · Teleport. Instantly move to a selected battlefield area and make an immediate attack against enemies in range. 6 casts per battle · 10s cooldown · 1× attack power.
Kingdom · Level 3 · Wizard Studies. Spends 10 XP per hero level on your Wizard's Tower. The first 30 XP builds it in an empty inner city slot. Later XP funds research; upgrades also require resources. Cooldown 120 seconds.
Kingdom · Level 7 · Alchemist's Gold. Converts wood, stone and iron into an equal total of gold, up to 100 per hero level. Draws evenly from each resource and redistributes shortages among the others. Costs 1 XP per 2 resources converted. Limited by available resources, XP and gold storage. Cooldown 240 seconds.
Hero · level 1
Warrior
Class
Hero
Health
1300
Attack / defense
75 / 175
Range
0
Attack interval
3 seconds
Movement
8 seconds / area
A durable frontline hero who hits hard, advances deliberately, and draws enemies away from allies.
Raid · Level 1 · Taunt. Force enemies within the Warrior's attack range when activated to target him for 15 seconds. 4 casts per battle · 25s cooldown.
Raid · Level 5 · Slam. Deal the Warrior's attack power to every enemy in his current area. 5 casts per battle · 20s cooldown · 2× attack power.
Raid · Level 10 · Overpower. Strike a targeted enemy in melee range for twice the Warrior's current attack power and stun it for 5 seconds, pausing its movement and attacks. 6 casts per battle · 15s cooldown · 2× attack power.
Kingdom · Level 3 · Military Drills. Reduces infantry training duration by 5% per hero level, up to 50%, for 30 seconds. Costs 10 XP per hero level, up to 100 XP. Cooldown 120 seconds.
Kingdom · Level 7 · Strength Training. Permanently strengthens the hero for the current run. Each cast stacks additional health, attack and defense based on the hero's level when cast. Each cast adds 25 × hero level HP, 3 × level attack, and 2 × level defense. Costs 50 × level XP; cooldown 240s.
IX / The last line
Defenders of the realm
Population militia, Archer Towers and Wizard’s Towers defend the kingdom but cannot join expeditions. Each tower is a separate defender with its own HP.
Kingdom defenders
Wizard's Tower
Class
Ranged
Health
150
Attack / defense
250 / 0
Range
3
Attack interval
5 seconds
Movement
Stationary
A stationary district defender. Its battle statistics also depend on the tower’s level.
Kingdom defenders
Militia
Class
Infantry
Health
20
Attack / defense
3 / 3
Range
0
Attack interval
3 seconds
Movement
Stationary
Citizens form an immobile defense in the Rural Areas, limited by militia capacity based on maximum population capacity. Militia attack only enemies in range and retaliate against every ranged attack, defeating at least one attacker.
Last-Ditch Militia. Population defends from the Rural Areas and cannot move. Militia attack only enemies in range, and those defeated by ranged attacks deal their Attack back before falling. Every ranged attack defeats at least one ranged attacker, even when no Militia fall. Casualties permanently reduce Population and cannot be recovered by an Infirmary.
Kingdom defenders
Archer Tower
Class
Ranged
Health
200
Attack / defense
160 / 50
Range
1
Attack interval
1 seconds
Movement
Stationary
A stationary district defender. Its battle statistics also depend on the tower’s level.
X / Bestiary
Know your enemy
These entries cover enemies from the unit catalog and active raid definitions. Human troops and heroes may also appear in enemy armies. Encounter scaling can change enemy counts and statistics.
Enemy roster
Goblin Archer
Class
Ranged
Health
20
Attack / defense
6 / 1
Range
1
Attack interval
3.5 seconds
Movement
9 seconds / area
Goblin archers are smaller and weaker than their human versions. But can gather in much larger groups to cause lots of damage.
Enemy roster
Goblin Peon
Class
Infantry
Health
25
Attack / defense
4 / 4
Range
0
Attack interval
3 seconds
Movement
8 seconds / area
The smallest and weakest units of the horde army. They will run in willingly to their deaths. What they lack in strength, they can make up for in numbers.
Enemy roster
Goblin Sapper
Class
Siege
Health
40
Attack / defense
8 / 5
Range
0
Attack interval
5 seconds
Movement
8 seconds / area
This unit will literally run to its death for the horde. It will come in fast, and run straight for your buildings. If it makes it, expect heavy damage!
Demolisher. Ignores defending units and keeps advancing until a living building enters attack range.
Enemy roster
Goblin Wolf Rider
Class
Cavalry
Health
60
Attack / defense
10 / 5
Range
0
Attack interval
3 seconds
Movement
6 seconds / area
These goblins have earned the ability to ride wolves into battle, making them an actual threat compared to their smaller brethren.
Charge. After moving at least one battlefield section, the group's first attack is ready one second after entering range. Selecting an enemy at least one tile away prepares another charge.
Enemy roster
Goblin Steam Tank
Class
Siege
Health
150
Attack / defense
50 / 25
Range
1
Attack interval
8 seconds
Movement
18 seconds / area
The goblin steam tank is a metallic vehicle barely bigger than a regular human, but can pack a punch with its explosives and horsepower.
Move and Attack. Continues moving under an attack order while attacking units and buildings in range. Movement only ends when the group is destroyed.
Relentless Advance. Always advances toward the Keep, ignoring enemy positions. Can attack while moving when combined with Move and Attack.
Enemy roster
Goblin Captain
Class
Hero
Health
2000
Attack / defense
100 / 80
Range
0
Attack interval
3 seconds
Movement
15 seconds / area
This is as close as it gets to a King for the goblins. This hero unit is exponentially harder than any of its smaller counterparts. He moves slowly but continues to attack all the way to your buildings.
Move and Attack. Continues moving under an attack order while attacking units and buildings in range. Movement only ends when the group is destroyed.
Relentless Advance. Always advances toward the Keep, ignoring enemy positions. Can attack while moving when combined with Move and Attack.
Enemy roster
Raider
Class
Support
Health
25
Attack / defense
10 / 1
Range
0
Attack interval
4 seconds
Movement
5 seconds / area
A quick unit that can infiltrate the base quickly and do damage before other troops have time to catch up.
Demolisher. Ignores defending units and keeps advancing until a living building enters attack range.
Enemy roster
Catapult
Class
Siege
Health
250
Attack / defense
50 / 15
Range
2
Attack interval
8 seconds
Movement
16 seconds / area
A slow moving but heavily feared building destroyer.
Minimum Range. Cannot attack targets in the same battlefield area.
Enemy roster
Bandit Lord
Class
Hero
Health
2500
Attack / defense
80 / 100
Range
0
Attack interval
3 seconds
Movement
15 seconds / area
A ruling bandit that is substantially stronger than its followers.
Move and Attack. Continues moving under an attack order while attacking units and buildings in range. Movement only ends when the group is destroyed.
Relentless Advance. Always advances toward the Keep, ignoring enemy positions. Can attack while moving when combined with Move and Attack.
XI / Beyond a single reign
A lasting legacy
Prestige
When a run ends, pushing beyond your previous highest completed raid earns Prestige. The current base award is 10 points for each newly surpassed raid. Repeating an old record does not earn that record bonus again.
Spend Prestige on your run’s perks. The game supports refunding purchased perks for a new loadout.
Kingdom Points
Completed five-year boss milestones contribute Kingdom Points when the run is awarded. The first two milestones are worth 5 each, the next two 10 each, and so on. They are separate from Prestige and are used in the Kingdom Shop.
Build, learn, return—and carry your experience into the next reign.