A small kingdom / A long shadow

Crown & Cinder

Five provinces. Three rival powers. A crown that does not yet fit.
Build a realm worth inheriting, or take one by force.

Year 1 · SpringNo seasons completed
Gold75Treasury
Grain100Granary
People—Across your provinces
Army—Troops, not one army
Prestige12Goal: 80
Stability74Keep above zero
Loading your kingdom…
Use the province selector above to inspect and command each province.
River CrownRed MarchViolet CourtSun LeagueFree March

Click or use arrow keys on the map. On a small screen, swipe to explore. Select a destination to invade or move troops into it.

Before the season turns

Your stewards are counting the stores.

● ● ●   3 orders remaining

The chronicle

How to rule · costs, combat, and victory

Your first spring

Start with a farm for future harvests, a market for income, or troops for a vulnerable border. There are three orders per season. You may end a season early; unused orders do not carry over.

Read the ledger

The gold and grain forecasts include your current provinces, population, and military upkeep. Autumn harvests yield 150%; winter yields 55%. Population grows after consumption. The forecast excludes random events and changes of territory during rival turns.

Choose a destination

Select a friendly province to build or recruit. To transfer troops, select their destination, choose an adjacent friendly source, then set the number to send. To invade, select a neighboring rival or free province and do the same. One soldier must remain behind.

Attack strength is 90–115% of the troops sent. Defense is garrison + terrain × 2 + fort (10) + river (4) + forest (2) + capital (6). The same rules apply to rivals. Failed assaults cost troops on both sides. Roads are decorative; rivers and forests add defense.

Three ways to be remembered

  • Control nine provinces, including your capital.
  • Reach 80 prestige through building, festivals, conquest, and annual renown.
  • Complete all 48 seasons of twelve years with stability above 55.

Losing Riverhold or reaching zero stability ends your reign. Taxes and festivals are limited to once per season. Recruitment moves eight people into the army and costs one stability. A successful invasion earns eight prestige and costs two stability; a failed one costs two prestige and four stability.

Red March grows its armies fastest and attacks most often. Violet Court and Sun League are more cautious. All rivals need enough neighboring strength to launch a plausible attack.

Shortcuts outside form controls: E ends the season; F builds a farm; R recruits. Arrow keys select provinces when the map has focus.

Your campaign saves in this browser after each order.

Found a new realm?

This replaces the saved campaign in this browser. The same starting map gives you another chance to try a different strategy.