Five factions
Choose your kingdom
Each faction plays differently, with a bonus to lean on, a weakness to cover, and eight units of its own.
Human
Pioneers
Settlers cost less and train faster, so humans spread across the map quicker than anyone.
Knight · Paladin · Arcmage
Weakness: buildings take two turns to raise.
Elf
Forest Bounty
Every time an elf wood tile pays out, a free Sprite or Satyr joins the garrison, and elves travel the forest’s edge as if it were a road.
Ranger · Ent · Ancient Elf
Weakness: units take two turns to recruit.
Dwarf
Tunnels
Link your towns into a tunnel network and move garrison troops between them at will. Mines cost less, too.
Iron Guard · Berserker · Rune Priest
Weakness: only two movement points a turn.
Orc
Rampage
Win a battle and the horde rolls on: lower upkeep and two extra movement points.
Heavy Orc · Troll · Goblin Bomber
Weakness: the fewest buildings, and weaker walls in a siege.
Undead
Unrelenting
Every resource your tiles pay raises a Zombie, and after a victory a quarter of your fallen rise again.
Giant Skeleton · Vampire · Necromancer
Weakness: on a roll of 7, pays every rival two resources.