The map is the game. Tap one of your units and its action bar appears bottom-right โ icon buttons with tooltips (๐ฆถ move, ๐ link, ๐ก fortifyโฆ). Tap the same stack again to cycle through the units on it; one more tap deselects. Zoom all the way in and your characters stand around the hex in full art.
Tap your ๐ฏ Stronghold to open its full-screen panel (build, recruit, tame). The โฐ Views menu (top-right) opens Strongholds, Trade, Lore, Beasts and Standings the same way โ โ returns to the map.
Resources sit top-left (tap โน to collapse them). Cyan outline = where your selected unit can move; red hexes = what it can strike. Out of moves? The bar offers ๐ฏ Set destination โ the unit marches next turn.
๐ Your Avatar
Pick a lineage at the start โ Human, Vampire, Minotaur, Half-Demon, Half-Dragon, Elf, Seraph, Deathless, Living Elementalโฆ The disguise is a tradeoff: incognito, your champion fights with its guise's own kit โ a "bard" brawls like a bard. Tap ๐ญ โ ๐ True form to cast the disguise off and wield every attack of the kin creatures you have tamed so far โ but an unmasked Avatar is known to every rival court until it slips back into a guise.
It travels in disguise as an ordinary wanderer. Rivals need a Scout beside it to mark it โ unless you travel with a recruited ๐ป Bard, ๐งบ Pedlar or โช Pilgrim, whose company hides you from Scouts entirely. Approaching a "traveller" that can't be recruited unmasks a rival Avatar โ and an unmasked (or battling) Avatar shows its true form for two turns before slipping back into its guise.
๐ฎ Scry from your towers: with a Mage Spire or Dread Tower, open the overview map and tap a region โ spend โจ mana and, if a rival Avatar walks that area, you get three hits around it. Stronger towers tighten the circle.
Spy (ultimate risk): while disguised, stand beside a rival Stronghold and ๐ต Perform to see its buildings and production โ but your win-condition champion is now inside their reach.
If your Avatar is captured, you lose. Capture a rival's, and their entire realm passes to you.
๐ฑ Grow your realm
Builders claim & cultivate โ march one onto open land and ๐ฑ Cultivate for Food, Wood, Stone, Metal or Mana. Land changes hands only two ways: a Builder works it (๐ฑ Claim Fields on a rival's hex wins it over โ the cultivation already in the ground carries across at the same level), or the Stronghold that holds it falls, which takes the keep and the ring of hexes around it. Armies marching over your borders take nothing โ though barbarian raiders and wild beasts still plunder undefended fields.
๐ก Raise a Palisade (Builder, 1๐ชต + 1๐ชจ) on a worked hex โ a thick ring in your colour marks it. It can't be plundered, defenders there fight at ร1.5, and enemies who cross it take stake damage on the way through.
Settlers found new Strongholds on open land โฅ4 hexes from any hold. Strongholds have denizens that defend them โ beat the garrison down before a keep can fall. Build Walls for real defence.
๐ฑ The market runs itself. Sell ๐ gems and ๐ก gold for ๐ช coins, and buy provisions when you're short โ but set a standing order in the Trade view and it happens on its own every turn: an auto-sell turns a surplus into coins, an auto-buy keeps a store topped up, and Keep is the reserve a sell order will never dip below. โจ Mana and ๐ gems can be sold but never bought โ the arcane comes from ground you hold, not a market stall.
Keep your realm whole. The larger your unbroken run of ground, the more the world respects you: a big contiguous domain trickles in โญ Renown each turn and steadily widens your ๐ Charisma ceiling. A realm split into scattered islands earns far less than the same land held as one.
๐ค Recruits, ranks & the holy lines
Wanderers join you โ pay ๐ช or sway them free with ๐ Charisma. Fighters (Sellsword, Mage, Wild Beast) enlist; Rangers scout, Prospectors build; ๐ป๐งบโช civilians travel in your company (cover!) and bring a signing boon.
The Monastery holds two ascension lines: a Sellsword is knighted a ๐ก Knight, and mounted on a Tenacion becomes a โ๏ธ Paladin. A โช Pilgrim takes up the staff as a ๐ฅ Warrior Monk, and is transfigured โ riding a Unicorn โ into a radiant ๐ Tarstadan.
Two darker houses run the same ladder. A ๐ฐ Dread Tower raises โ๏ธ Barrowknights and the fell ๐ด Dathsral, fused into a โ ๏ธ Shadowright โ the Vampire and Deathless line. A ๐ณ Hellmouth is the Half-Demon's own pit: โ๏ธ Demon Warriors and burning ๐ฅ Nightmares, fused into a ๐ฑ Balor. Each is founded like the Monastery's orders, but on its own terms โ the tower takes a swayed ๐ Necromancer, while the pit simply swallows an ๐ฟ Imp.
Found an order and the road stops mattering. At a Monastery L2, dedicate one Sellsword to raise the ๐ก Knightly Order, or one Pilgrim to raise the ๐ฅ Monastic Order. They're given to the house for good โ but they teach the path itself, and that rank is mustered from your own people from resources alone ever after. Late in an Age, when the wandering roads run dry, this is how โ๏ธ Paladins and ๐ Tarstadans keep coming.
Link units (๐) to travel together โ military squads merge into formations, three of each making the next: a Platoon holds up to 3 squads, 3 platoons make a Company, 3 companies a Battalion, and up through Brigade, Division and Army. Mixed formations fight as their strongest squad. Units earn ranks from Combat XP; creatures above a Mage climb the elite officer ladder (Officer โ Master Chief) โ an officer in your line makes the whole side hit harder, advance faster, and can ๐ Sway foes mid-battle just like your Avatar.
โ๏ธ Battle & the chain
Typed attacks (Pokรฉmon-style): Fire melts Frost, Shadow devours Life, Earth smothers Fire & Storm. Win the fight and you take the ground.
Sway in battle โ your Avatar or an elite officer can try to win a foe over instead of cutting it down. Odds rise with ๐ Charisma; a success spends some (it refills toward its peak each quiet turn).
Climb the creature chain โ Beastmaster research raises your Beastmaster rank; a cultivated ๐ฒ Dragon Cave + Draconic Binding opens the Dragon Den and its ๐ฆ Drakes, while the true ๐ Dragons wait on Draconic Surge โ and the lore climbs on past it through Demonancy to Draconic Domination, one of the ๐ Wyrm's own gates. The ๐ Wyrm demands total mastery: every building maxed, all lore learned, rank 5.
๐ Quests (the dungeon crawl)
Stand your Avatar on an Ancient Ruin to descend. Beasts start ๐ค asleep โ slip right past them; wake one (โ) and it hunts you step for step. Doors, side passages and cover are your friends; battle noise wakes the room.
Move with the thumb-stick (bottom-right) โ one square at a time, and it's the only way to walk (arrow keys or WASD on a desktop). You must be standing beside something to act on it: walk into a beast to give battle, into the Witch to speak, over an item to take it, onto a ๐ช door or ๐ฝ stairs to pass through. Every stride you take, the awake beasts take one too.
Each quest tells a story with a choice in its depths โ and finishing without a kill earns the ๐ป Unseen bonus. Fall down there and your Avatar is lost โ and so is the Age.
๐ The wilds
Barbarian outposts raid both you and your rivals. Assault one and beat or ๐ sway its garrison to claim it as a new Stronghold. Wild beasts prowl for exposed units and fields โ guard your Builders, cull beasts for XP.
๐ Win / lose
Conquest is the only path to victory: capture every rival Avatar (their realms pass to their conquerors) and take or raze their strongholds. The ๐ Wyrm is your ultimate weapon toward it, not a shortcut: raising one tears away the fog (the whole map and every rival Avatar revealed) and the Wyrm flies anywhere each turn to fall on a stronghold or a rival crown โ but you must still finish the conquest yourself.
You lose when your ๐ Avatar is captured or your last Stronghold falls. No time limit.
๐ฑ
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๐ Wyrmrise plays in landscape. Turn your phone sideways to command your Hold.