
Castle
Your seat. Lose it and the battle is lost; break the enemy's to win.

The land between two castles is a web of roads and territories. Whoever holds the right ground wins the war.
Armies march only along the roads. Every territory you hold adds Energy, and Energy brings new squads to the field.


Your seat. Lose it and the battle is lost; break the enemy's to win.

+60 Energy the first time you take it, then +1.4 Energy/s.

Squads deploy 30% sooner.

+8% attack for all your troops.

+1.4 Energy/s.

+12% march speed for all your armies.

Reveals troops in a wide radius.

20% of your fallen return to the castle after 30 s.
Values from the current balance; they may change before launch.

Learning to command an army. Small fields, one idea each.

The war opens out: bridges, divided approaches and an enemy in several places.

A dangerous war: larger fields, fortified ground and an enemy who comes from several sides at once.