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Game guide

Everything you need to know to rule your realm. New here? Play free, then come back whenever you have a question.

Dukes & Dragons is a browser strategy game: build up your realm, raise armies, conquer land, and rise to the top of the round. Everything keeps running while you are away.

Getting started

  1. Choose a race. Each race has strengths:
    • Human — Balanced settlers with a knack for trade. (+10% gold production, attack 0%, defense 0%)
    • Orc — Brutal raiders who favor the axe over the ledger. (no production bonus, attack +15%, defense -5%)
    • Elf — Forest-dwellers with deep knowledge of timber and craft. (+15% wood production, attack -5%, defense +10%)
    • Dwarf — Mountain-folk, master ironworkers and stalwart defenders. (+15% iron production, attack 0%, defense +15%)
  2. You start with a small patch of land, a Castle and a Farm. Your storehouses and population start full, and an army of 30 Militia stands guard at the Castle, so you can build and expand straight away. The Castle is your seat of power: every level of it produces a little of every resource and unlocks more buildings.
  3. You are protected at first. A new-player shield (24h 0m 0s) keeps other players from attacking you. Attacking someone yourself ends it early.
  4. Grow. Build production buildings, train troops, and conquer the plots around you. Your Dashboard shows resources, buildings, troops and what is happening.

Land & terrain

Your island: islands are built as a pie of 8 slices, one player each. Your start region sits near the coast with forest, mountain, desert, farmland and grassland close by, and the slices meet at a neutral highland in the middle of the island.

The world is made of islands, and each island is a grid of plots. Many players share an island. A plot is either unclaimed, yours, or held by someone else. On the island map, unclaimed land is dimmed, your plots have a green ring, allies blue and other players orange, and dashed white outlines mark free plots next to your land that you can expand into.

On your own island you can only conquer or attack a plot that is right next to land you hold (up, down, left or right). To reach another island you need a ship (see Sailing). Ocean cannot be conquered. Harder terrain takes longer to march on and needs more strength to take:

TerrainDifficultyConquest march
Grassland23m 0s
Plains23m 0s
Beach34m 30s
Coastal46m 0s
Forest57m 30s
Desert69m 0s
Mountain812m 0s

Who you can see. Other rulers on your island stay hidden until you discover them: their land comes within 4 tiles of yours, you attack each other, or you bump into their land while trying to conquer it. Allies and your spouse are always visible. Until then their land simply looks unclaimed. Discovery is permanent. Tap Island overview on the island map to see the whole island in one picture, and tap the picture to jump to that spot.

Before you attack a player, the attack panel shows your chance of victory for each army, worked out from the defenders as they stand now, and asks you to confirm before the troops leave.

Terrain also decides what you may build: a Sawmill needs forest, a Mine needs mountain, and so on. Exploring different terrain is how you unlock more resources.

Sailing

Ships carry armies across the sea to other islands. Build a Shipyard on a coastal plot (land that touches the ocean), train ships there, and leave them docked at that plot. Each ship carries 25 troops; ships are transport only and add nothing to a battle.

Airships

Airships carry armies through the air anywhere on the same island. Build a Skydock (it needs a level 5 Castle) on any land, train airships there, and keep an army standing with them. Each airship carries 20 troops with a level 1 Skydock, and 10 more for every level above that (60 at level 5). Like ships, they are transport only and never fight.

Spies

You can only see the troops and buildings on your own land and your allies' land. Everyone else's armies and buildings are hidden, except that an army standing near your land shows as a marker on the map (you see that it is there, not how big it is). How far away you can spot it depends on the ground it stands on: 3 tiles over plains, desert and coast, 2 over grassland, and only 1 in forest and mountains. A Spymaster shows you the sizes too, and every troop location and building of the player they are watching. Appoint a grown heir as a Spymaster on the Dynasty page, then manage them on the Spymasters page.

Jousting Tournaments

Every other day the realm holds a jousting tournament for knights of veteran rank 3 or higher. Find it under Tournaments in the menu (also linked from your Dynasty page).

Betting: anyone can bet gold or gems on the tournament. Once a round is drawn you can back the winner of each joust until it is ridden, and once the bracket is drawn you can back the overall winner until round 1. Odds are fixed when you bet and come from the knights' strength, so favourites pay less; a winning bet pays your stake times the odds and a losing bet is lost. Bets are limited per bet and per tournament, and refunded if the tournament is cancelled.

Gems

Gems () are the game's special currency. Your balance is shown in the menu bar and in the Gem Shop.

Crests

Every alliance and every dynasty has a crest: a small coat of arms you design yourself. Pick a shape, a pattern, colours, an emblem and a border, and watch it change as you go.

Changelog

Every update has a version number (shown at the bottom of every page). The first time you open the game after an update, a pop-up lists what was added or changed; press Got it to close it. The full history of every version is on the Changelog page, linked at the bottom of your dashboard and of every page.

Events

The Events page is a running record of what happens to you, even while you are away: battles you fight or defend (with the numbers), buildings and troops that finish, armies and fleets that arrive, dragon raids, expeditions, new heirs, alliance invitations, achievements and more. A count on the menu shows how many are new. Events are kept for 30 days. On a computer, the Events tab on the edge of the page slides out a live list of the latest ones; pick the left or right edge in your profile settings.

Market

The Market lets players trade resources for gold.

Resources & storage

There are four resources: gold, wood, iron and food. They build up in real time, even while you are logged out. Population also grows (up to the housing you have) and pays gold in taxes.

Buildings

Build on the plots you own from the island map (tap a plot of yours). Construction takes time, and every upgrade costs more and takes longer than the last. Some buildings can only be built once per player (marked below), and many need a higher Castle first. You can build several Barracks to train troops at more than one plot.

BuildingWhat it doesWhereRequires
Castle Castle The seat of your rule. Unlocks other structures as it grows. (one per player) Any land —
Cathedral Cathedral Lifts the spirits of your troops: raises where morale settles and how fast it recovers. (one per player) Any land Castle level 2
Mine Mine Digs iron ore from the mountainside. Mountain —
Sawmill Sawmill Fells and mills timber from the island forest. Forest —
Farm Farm Grows food to feed your people and your troops. Grassland, Plains —
Housing Housing Modest homes that grow your population capacity. Grassland —
Warehouse Warehouse Raises your storage limit and keeps part of every stockpile safe from dragon raids. (one per player) Any land Castle level 1
Barracks Barracks Trains foot soldiers: Swordsmen, Spearmen and Champions. The backbone of any army. Any land Castle level 1
Shipyard Shipyard Builds ships that carry armies to other islands (coastal plots only). Coastal Castle level 2
Wizard Tower Wizard Tower A tower of wizardry that wards your realm: it softens the damage of dragon raids and adds strong defense to its plot. (one per player) Any land Castle level 2
Gold Mine Gold Mine A rare, rich vein of gold beneath the desert sands. Desert —
Stables Stables Trains mounted units: Cavalry, Scouts and Lancers. Fast riders that ride down foot soldiers. Any land Castle level 2
Archery Range Archery Range Trains ranged units: Bowmen, Crossbowmen and Long Bowmen. Deadly at a distance, fragile up close. Any land Castle level 2
Wall Wall An impassable barrier on your land. Blocks every army, including your own - build a Gate to let your own troops through. Can be destroyed by a siege. Any land —
Gate Gate A crossing point in your wall line. Your own troops pass freely; everyone else must breach it like a wall. Any land Wall level 1
Moat Moat A ditch hugging your wall. Does not block, but drags any march that crosses it. Any land —
Fishing Hut Fishing Hut Nets fish from the lake shore to feed your people and your troops. Beach —
Siege Workshop Siege Workshop Builds siege engines: Battering Rams, Ballistae and Trebuchets. Slow and fragile in the field, devastating against walls. Any land Castle level 3
Skydock Skydock Builds Airships, which carry an army over anything on the island - walls, enemy land and sea - and set it down on your own or your alliance's land. Each level lets every airship carry more troops. Any land Castle level 5
Drawbridge Drawbridge A crossing in your moat. It drags enemy marches just like the moat, but is lowered for you and your alliance, who cross at full speed. Any land Moat level 1

Every building also adds a little defense to its plot, and building levels count toward your score. Your Castle strengthens all your plots within 10 tiles (+1% defense per point of Castle strength, up to +20%).

Troops & armies

Soldiers are trained at the buildings shown below; they cost resources and population and take time. Trained troops wait in the reserve of the plot that trained them, where they help defend it.

UnitAttackDefenseFood per hourTrained atRole
Militia220.5 Castle level 1 Cheap levies, trained at the Castle. Better soldiers come from the Barracks.
Ship1082 Shipyard level 1 Carries armies across the sea.
Swordsman440.8 Barracks level 1 A trained blade: twice the fighter a Militia is.
Spearman350.8 Barracks level 3 A wall of points: twice as strong against mounted units, attacking or defending.
Champion991.5 Barracks level 5 A veteran heavy infantryman. Very strong, very expensive.
Cavalry641.3 Stables level 1 Fast riders: 50% stronger against foot soldiers and archers.
Scout110.5 Stables level 3 Rides out to keep watch and reveals what stands nearby. Fights poorly.
Lancer1162 Stables level 5 Heavy cavalry: 75% stronger against foot soldiers and archers.
Bowman410.8 Archery Range level 1 Fires at adjacent tiles without moving. Needs other soldiers to protect them.
Crossbowman911.3 Archery Range level 3 Hits very hard in battle but cannot shell other tiles and has almost no defense.
Long Bowman721 Archery Range level 5 A stronger Bowman that fires up to two tiles. Needs protection too.
Battering Ram411 Siege Workshop level 1 A roofed log on wheels: five times as strong against walls and gates. Storms the wall with the rest of the army.
Ballista621.3 Siege Workshop level 3 A giant crossbow: a fair fighter in battle and three and a half times as strong against walls.
Trebuchet612 Siege Workshop level 5 Hurls stones at a wall next to it without marching, and takes no losses doing it: six times as strong against walls.
Airship022 Skydock level 1 Carries an army through the air to your own or your alliance's land anywhere on the island. Transport only: it never fights.

Unit roles in battle

To use soldiers you form them into armies on the Armies page:

Conquering & battles

Free land

An army sent at an unclaimed plot marches for 1m 30s per point of terrain difficulty and then fights the land itself. The stronger your army compared with the terrain, the more of it survives. If some survive, the plot is yours and the army stands on it.

Attacking players

An attack marches for 1m 0s per point of difficulty, then a battle is fought against the plot's defense value: the troops standing there, the terrain, the buildings, your Castle's aura, the race bonus, a leader's skill and morale, with a little luck either way. The stronger side wins.

Food & morale

Food upkeep

Every soldier eats food each hour (see the table above) — reserve troops, armies and troops on the march alike. The food line in your resource bar shows what is left after your troops eat. Keep food production above their upkeep by building and upgrading Farms.

If the food runs out, your troops starve. First their morale collapses. If it lasts more than 72 hours, soldiers start to desert (about 2% each hour) until they are fed again.

Morale

Morale is shown next to your resources, from 0 to 100 (50 is normal). It changes your troops' attack and defense by up to 15% and their march speed by up to 10%. Below 25 nobody will train as a recruit.

Dragons

Now and then a dragon wave sweeps over the world and raids a few plots at random, taking a share of that player's resources, sometimes damaging a building or killing troops there, and shaking morale. The Wizard Tower, your race's defense and a leader stationed on the plot soften the blow. A Warehouse keeps part of every stockpile completely safe (150 of each resource per point of Warehouse strength). Players under a new-player shield are never raided. Raids you have not seen yet are listed on your Dashboard.

Skirmishes

Small camps - goblin camps, bandit villages and the like - occasionally spring up on unclaimed land near your territory. Conquering that plot fights the camp too and pays extra loot on top of the usual conquest reward. Leave one alone too long, though, and it grows bold enough to raid your lands in a small way on its own, costing you a little resources and troops. Camps near you show up on your Dashboard and on the map. This is the first of three encounter types - tougher, group-scale Dungeons and alliance-scale Raids build on the same system below.

Dungeons

A handful of tougher lairs - a Troll Warren, an Orc Stronghold and the like - sit fixed on each island, spread out so there's usually one worth expanding toward. Unlike a Skirmish, a dungeon has a shared pool of HP that no single army can burst through alone: send a force to assault it and you chip away at that HP (and take some losses either way), but the fight never claims the land and your troops always march home afterward, win or lose. Team up - anyone who lands a hit gets a share of the loot once the dungeon's HP finally hits zero, split by how much damage each of you dealt. Cleared dungeons return after a cooldown, so there's always something to work toward.

Raids

The biggest fights in the game. Now and then a raid site appears out in the open water off the coast of an island with players living on it - never on empty, unsettled land. It's reachable only by ship or airship, and its HP pool dwarfs a dungeon's: clearing one takes many fleets, likely your whole alliance and any allies who join in, working together over real days. Sail an army out from a coastal Shipyard port (from your own island's coast or another's) and it joins the assault the same way a dungeon does - chipping away at HP, always returning home afterward, never claiming the site itself. Everyone who lands a hit shares the spoils when it finally falls: gold, Gems, and a chance at a rare relic for one lucky contributor. Every alliance holding land on the host island (and anyone unaffiliated living there) is notified the moment a raid appears, so nobody misses the call to arms.

Dynasty & leaders

Your ruler founds a dynasty. On the Dynasty page you can marry another player (or adopt/buy from the Heir Market). A married couple has an heir about every 4h 0m 0s (up to 10 living heirs each). Marching is 10% faster for a player married to another player.

Alliances

Join or found an Alliance (up to 30 members). Allies cannot attack each other, see each other's land in blue on the map, and share a private alliance chat. Leaders and officers invite players; invitations arrive as mail and as a notice at the top of the page.

Chat, mail & profiles

Achievements, Merits & Rank

Relics

Rare physical treasures, seeded very sparingly onto islands when they're discovered. Kingdom relics sit in a Castle or Cathedral and boost your whole realm (production, defense or storage); troop relics are equipped to a knight leading an army, like armor or a weapon, boosting that knight's attack, speed, raid defense or how many troops they can lead. Manage yours from the Relics page.

Relics change hands through conquest: capture an enemy's Castle or Cathedral plot and you capture whatever relic sits inside it; if a knight carrying a relic falls in battle against another player, the relic is yours; if a knight falls conquering unclaimed land, the relic they carried is left lying on that plot for whoever conquers it next. Nearly all relics are lost when the round resets - only the rare, named relics the team occasionally awards as prizes last between rounds.

Rounds & score

Between rounds: your account, profile, crest, Gems, achievements, round trophies and unlocked crest parts always stay with you, and so does a shield you bought with Gems. When a new round begins you can continue as one of your heirs (you keep your name, but your ruler takes the heir's race, gender and skills, and a child of two races makes you a mixed-race ruler) or start fresh as one of the four races.

The game runs in rounds of about 30 days. Your score is your building levels, plus 2 for every plot you hold, plus 5 for every battle you win. At the end of a round the top 10 players are recorded in the Hall of Fame and earn extra starting resources next round; then the world resets and everyone chooses a race again. Your trophies stay on your profile.

Beginner tips

  1. Upgrade your Castle early — it unlocks buildings, raises storage and produces every resource.
  2. Food matters: build a Farm (grassland or plains) before you train a big army.
  3. Conquer the plots around you to find other terrain (forest for wood, mountain for iron, desert for gold), then build the matching production building.
  4. Train troops at your Castle or Barracks, form an army, and expand steadily. Keep some defense at home.
  5. Build a Warehouse when your resources hit the storage limit, and a Cathedral for better morale.
  6. Join an alliance, say hello in chat, and check your mail.