THE REALM
In play
The map above is the game’s own geography, province for province: the English earldoms, the Welsh kingdoms, Scotia and Moray, and the Irish kingdoms. This is that same realm running.


I
Provinces
90 provinces, five to a kingdom at the start, each with a garrison, morale, a resource and buildings. Morale affects production and healing, and a province with very low morale can revolt.

II
Resources
Gold, wood, iron, food and stone. Every kingdom produces four of the five and lacks one, and the kingdoms that have yours are your neighbours. Trade for it, or take the province that makes it.
III
Movement
Roads are fast. Moving off-road is slower but keeps the army hidden from enemy settlements and watchtowers. Armies refill supplies at home and drain them abroad, so a long campaign has to be fed.

IV
Sight
Villages, armies and Watchtowers each reveal a radius around them. Troops on roads can be seen from further away than troops off-road. Unscouted provinces hide their garrison.
V
Ships
A port builds four kinds of ship. Fleets fight each other at sea, where archers aboard add to a fleet's strength, and a fleet sitting off a rival's harbour shuts it down until it is driven away.

VI
Sieges
A castle has 100 wall points that an army has to break before it can attack the garrison. Sappers and siege engines damage walls, the damage persists between assaults, and repairs take time.
THE WORKS
What you raise
Every province has slots, and what goes in them decides what it is worth. These are the game’s own models.
DRAG TO TURN
400 Wood + 200 Iron. Sees 70 km down a road, and 35 km of the ground an army is trying to cross unseen.

01
Eighteen kingdoms
Britain and Ireland in 1066, 90 provinces, eighteen kingdoms at war from the first minute. You only see what your villages, armies and towers can see.

02
Armies
Armies march across the map in real time, along roads or off them. Every army carries supplies, and one that runs out starves in the field.

03
Fleets
Ports build longships. Fleets carry armies over the Irish Sea and round the coast, land them on an enemy beach, blockade a rival's harbour, and ride out the storms that drift across the map.

Lobby
Up to eighteen players. A computer player takes any kingdom without a human.

Victory
You win by holding every province. Allies who have each allied with one another win together.
- GENRE
- Real-time strategy
- PLAYERS
- 1 to 18, human or computer
- MAP
- 90 provinces, 18 kingdoms
- SOUNDTRACK
- Original adaptive score
- PLAYS IN
- The browser · desktop, tablet, phone
- STATUS
- Closed alpha
Follow development
The waitlist sends one email at launch. Playtests are organised in the Discord.


