Two to six houses contend for the empire on a board of plain, highland and forest. Each turn you may raise levies or march — never both. Combat is decided by arithmetic, not by dice: bring more soldiers than the ground can hold, or do not come at all.
Hexes come in three kinds. Plain costs 1 movement point, gives no cover, and its settlers raise more settlers. Highland costs 2, gives +1 cover, and its settlers raise soldiers. Forest costs 2, gives +2 cover, and raises nothing. Where your settlers stand decides what your empire becomes.
One order per turn, never both:
No dice. Attack is 1 for the attacking soldier plus 1 for every other soldier of yours already touching the target hex. Defence is 1 for a soldier (0 for a settler), plus the cover of the ground, plus 2 if it is a capital.
Put a soldier on a rival capital and that house falls: its soldiers are removed and its settlers swear to you. Take every capital and you rule. If the campaign reaches its final season with more than one house standing, the mandate goes to the strongest: 10 for each capital taken, 4 a settler, 3 a soldier, 2 for each settlement ready to raise.
The campaign is saved to this browser after every turn. Close the tab and the Resume campaign button on the opening screen picks it up where you left it. Starting a new campaign replaces the save, and finishing one clears it. Only this game's own save is ever read or written.
Click a piece to see where it can march (gold) and what it can strike (red). Point at a target to read the arithmetic before you commit. R raises levies, space ends the turn, esc clears the selection.