Chiefs, a massive overhaul has arrived for your Troop Training Grounds! Troops are no longer simple linear stat upgrades. Starting today, every Tier you train alternates between a specialized Offensive Lineage and a Defensive Lineage!
To conquer the realm, you must now mix and match your tiers to form the ultimate balanced army.
📊 THE ALTERNATING TIER BLUEPRINT
ODD TIERS (T1, T3, T5): Optimized for high raw Attack and aggressive breakthrough skills.
EVEN TIERS (T2, T4, T6): Optimized for massive Defense, counter-play, and army protection.
⚔️ NEW TROOP SIGNATURE SKILLS
1. SHIELDBEARER (Enforcers)
T1, T3, T5 - [Shield Bash]: Deals +15% damage against enemy Shieldbearers to break their frontline.
T2, T4, T6 - [Iron Wall]: Grants a flat +15% damage reduction to the entire troop stack.
2. ARCHER (Gunners)
T1, T3, T5 - [Double Shot]: Unleashes rapid fire, granting +20% raw damage against the frontline.
T2, T4, T6 - [Eagle Eye]: Pierces enemy ranks, lowering total opponent defense by 10% to strike deep.
3. RIDER (Drivers)
T1, T3, T5 - [Flank Charge]: Blitzes the enemy, granting a massive +30% attack multiplier on Round 1.
T2, T4, T6 - [Arrow Dodge]: Highly agile armor that reduces all incoming Archer damage by 25%.
Master the new matrix, balance your marches, and crush your rivals!
🪙Silver100
Lumber0
Grain0
Water0
Oil0
⚡ 0
🙂
Lv 1
Select a hero, then pick a target or hub.
X 0, Y 0
Choose Your Formation
Send troops with your hero. Only what you send is at risk.
Attack power: 12
Out of Stamina
None of your idle chieftains have enough stamina for this.
Power Breakdown
Drag the map to explore. Pinch or scroll to zoom. Tap the Camp (or the button below the map) to step inside. The Watchtower in the Camp holds every report — gathering, combat, and camp business.
The Camp💰 100
The family seal hangs over the hearth. Every upgrade here is felt across the whole camp — and takes real time to finish.
Family Power
0 — every upgrade in the camp feeds this number.
Expand the Camp
Level 1 — more max stamina for every hero.
0s
Recruit a Chieftain
Have 1 of 3.
Progress autosaves
Saved to this browser every few seconds — reopen this same file later and you'll pick up where you left off.
Sync to Another Device
Generate a code here, then paste it into the same room on your other device.
Load a Code
Paste a code generated on your other device. This replaces your progress here with that save.
Three rows, three jobs — Shieldbearers up front, Archers in the middle, Riders in back. A balanced line beats a stack of one type. Nobody's allowed out to farm without at least one active troop somewhere in the line. Building and training both take real time.
Muster
Level 1 — trains 25 troops per batch.
0s
Come back, do the work, get paid for it.
Daily Check-In
Ready to claim.
Weekly Push — Purge the Raiders
0 points earned this cycle.
Contracts
What's come off the map so far.
Resources
Lumber 0 · Grain 0 · Water 0
Items
Train each chieftain up individually — a leveled chieftain hits harder in every fight, no matter which target they're sent at.
Most losses end up here wounded, not gone for good — keep it staffed so they don't sit out of action for long. Some losses are killed outright and don't come back, so a formation still isn't risk-free.
Healer's Tent
Level 1 — heals 10 wounded troops per batch.
0s
Treat the Wounded
0 wounded troops waiting.
0s
Raw resources sitting in the open cap out fast. This is the only thing that raises the ceiling.
Storehouse
Level 1 — holds up to 500 of each resource.
0s
The only place oil comes from. Burn it in the lanterns that light the way when the camp breaks and moves. Production fills up a stockpile that needs collecting once it's full.
Oil Press
Level 1 — produces 0.4 oil/s.
0s
Collect Oil
0.0 / 0.0 oil ready.
Break Camp
Costs 150 oil. Pick a new spot on the map.
Current Coordinates
X 0, Y 0
Three plots, cut and hauled without needing a hero standing over them. Slower than a raid, but builds up a stockpile that needs collecting once it fills — no hero required. Each plot is built and upgraded on its own — Plot 2 unlocks at Camp level 3, Plot 3 at Camp level 6.
Lumber Yard
Producing 0 lumber/hr.
0s
Collect Lumber
0 / 0 ready.
Three plots, threshed and stored without needing a hero standing over them. Slower than a raid, but builds up a stockpile that needs collecting once it fills — no hero required. Each plot is built and upgraded on its own — Plot 2 unlocks at Camp level 3, Plot 3 at Camp level 6.
The Threshing Floor
Producing 0 grain/hr.
0s
Collect Grain
0 / 0 ready.
Three plots, drawn and stored without needing a hero standing over them. Slower than a raid, but builds up a stockpile that needs collecting once it fills — no hero required. Each plot is built and upgraded on its own — Plot 2 unlocks at Camp level 3, Plot 3 at Camp level 6.
The Cistern
Producing 0 water/hr.
0s
Collect Water
0 / 0 ready.
Everything that's come in — gathering, combat, and camp business, all in one place.
No moves yet.
What everything actually does, in plain language.
Inside the Camp
The Tent
The heart of the camp. Every upgrade you finish anywhere raises Family Power, and expanding The Tent itself raises your hero's max stamina. Needs a matching Muster level to upgrade further.
Muster
Trains troops — Shieldbearers (front line), Archers (mid line), Riders (back line). It's rock-paper-scissors: Shieldbearers beat Archers, Archers beat Riders, Riders beat Shieldbearers. Higher tiers (II, III) unlock as Muster and Camp level up and hit much harder. A balanced formation beats a big pile of one type. Each training batch starts at 500 troops at Muster level 1 and grows to around 100,000 by level 100 — Drill Instructors research grows it further and trains faster.
Healer's Tent
Treats wounded troops. Losing a fight mostly wounds troops (they end up here until treated) but some are killed outright and don't come back — attacking losses run about 60% wounded/40% killed, defending losses about 80% wounded/20% killed.
Storehouse
Raises how much lumber, grain, water, and oil you can hold at once. Anything gathered past the cap just stops counting, so it's worth keeping ahead of your income.
Oil Press
Presses oil automatically all the time — no hero needed. Oil is what fuels Break Camp (moving your whole camp to a new spot on the map).
Scribes' Tent
Unlocks Research — permanent camp-wide bonuses (faster gathering, more storage, faster healing and training) that take real time to complete. Leveling it up unlocks new projects and higher levels of existing ones.
Forge
Buy Sandals, a permanent hero speed upgrade. Skins of Wine (restore stamina) are sold at the Market now.
The Market
Buy Speedup Tokens (use them on any active timer, up to an Instant-Finish Token that completes one outright), Resource Packs, temporary Deployment Capacity Boosts, and convenience items (Skins of Wine, Hero XP Boosts, Gear Material Bundles).
Chieftains
Level up your heroes one at a time. A higher-level hero hits harder in every fight, no matter what they're sent against.
Provisions
Your item inventory and a running tally of resources gathered. Use items — like a Skin of Wine — straight from here.
The Gathering
Your recurring rewards live here: the Daily Check-In, the current Weekly Push milestones, and one-off Contracts.
Lumber Yard, Threshing Floor & Cistern
Passive resource buildings — up to 3 plots each, producing lumber, grain, or water automatically by the hour once built. No hero needed, just build and upgrade plots over time. The site itself also has its own level, separate from its plots — upgrading it boosts every plot's output by 15% per level. Different from the resource tiles out on the map, which still need troops sent out to farm them.
The Watchtower
Every report the camp generates — gathering, combat, building — sorted into tabs so you can actually find what you're looking for.
Out on the Map
Sending Troops
How many troops one march can carry is capped, not unlimited — it scales with Camp level (1,000 at level 1, up to about 200,000 at level 100), plus a small bonus for total research completed. The formation screen shows exactly how many of that cap you're using as you fill it in.
Resource tiles
Send a hero with a formation to farm one. More troops sent means faster gathering. A tile drains as it's farmed, then goes quiet for a while and relocates somewhere new nearby.
Raiders, rival camps & Raider Camps
Scout first (free), then raid. Losing costs stamina and nothing else; winning pays out silver and sometimes resources. Named rivals and generic Raider Camps both relocate after being defeated.
Syndicates
Attackable solo — no troops required, just a hero. Killing one has a chance to drop Forge crafting materials, and each syndicate icon always drops materials for the SAME gear item: claws → Blade of the Tribe, blade → Ward of the Covenant, fist and skull → Banner of Endurance (two sources for that one). Generic scattered targets share the same 4 icons, so they're just as farmable as the 4 named ones.
The City Gate
Whoever holds it collects a steady bonus until someone else takes it. Contested by everyone — signed in or not.
Talk with whoever else is signed in — this shows up live, no need to refresh.
No messages yet — say hello.
Silver spent here buys time and raw resources outright — no risk, no march, just pay and take it.
Speedups
Use one from any building or research card while its timer is running — it cuts that timer down by exactly its length.
Resource Packs
Instant — added straight to your stockpile, capped by your Storehouse.
Capacity Boosts
Temporary — buying a new one replaces whichever is currently active rather than stacking.
Queue Slots
Temporary — lets a 2nd build or research run at once for 24 hours.
Convenience
Announcements
Loudspeaker
Sign in to send a message across every online player's screen.
Climb a ladder of guards — no march, no travel, just pick a hero and fight. Keep climbing until you lose or clear the top. A limited number of attempts refresh once a day.
Stage 1
3 attempts remaining today.
A hero is never permanently lost — captured just means held until ransomed, revived, or freed.
Held Captive by You
Nobody captive right now.
Your Captured Heroes
All of your heroes are free.
How the game looks, notifies you, and remembers who you are.
Avatar
Notifications
Build/Research/Training finished
A real browser notification when a timer completes and the game isn't in front of you.
Raided while away
A real browser notification if someone raids you while you're not looking.
Display
Auto-open Camp on login
Off lands you on the map instead.
Reduce Motion
Drops the small decorative animations for a snappier feel.
Sound Effects
No sound engine exists yet — this is here ready for when it does.
Account
Display Name
Sign in to set the name other players see.
Sync Code
Generate or load a code to move your progress to another device — in The Tent.
Sign Out
Playing solo on this device.
Ledgers, scrolls, and a wax tablet nobody's allowed to erase. Slower than muscle, but it pays off everywhere at once.
Scribes' Tent
Level 1 — unlocks new projects and higher levels of existing ones.
0s
Economy
Arms
Crew
Defense
Hospital
Sandals — nothing fancy, just what keeps a hero moving. Skins of wine are sold at the Market now.
Sandals
Current speed: level 1.
Layout Token
Have 0. Spend one at the Camp to freely rearrange every building.
Gear
Crafted from what syndicates drop. Equip your choice for a hero in Chieftains — only one piece at a time.