Round 1Your turn
Tap a unit to begin
Marble RepublicAurelia · You— units
— gold+— / turn
— cities
Creating a little world…
Your turn
Tap a unit to begin

Stats

Public score · Cities, upgrades, surviving troops & tech

Applies to all current and future units of this type.

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Recruit preview

TWO BANNERS · ONE WORLD

A LITTLE WORLD. A LEGEND OF YOUR OWN.

Tiny TyrannyChoose who you’ll become.

New game

Leader
Unique unit

Origin

    The ruler

    Legendary unit

      Fortress recruitment only · two living allies per kingdom.

      TINY TYRANNY

      How to play

      Give your troops a plan. Build your kingdom.

      Capture the rival capital to win.

      Look for the crown on its city banner.

      Your first turn

      1. Send your scout exploring

        Your Scout explores at the start of your turn. Select it and change its mission to plan its next journey.

      2. Capture cities & recruit

        Troops capture cities on their missions. Tap your city to recruit; new troops join a nearby squad with room, or take the city’s rally order.

      3. Plan the next turn

        Open your city’s Rally orders tab, choose a mission, then tap a gold-highlighted destination. After the opponent plays, troops follow that plan at the start of your next turn.

      Units follow missions

      Choose the plan

      Select a unit, squad, or city and set Attack, Defend, Explore, or Hold. You can change missions anywhere on the map.

      Missions first, then planning

      Troops and officers move, fight and capture at the start of your turn. Then refill vacated cities, buy upgrades and set missions for your next turn. End turn passes to the opponent. New recruits stay to defend until your next turn starts.

      Sergeants, squads & formations

      A rally mission tells your squad where to go and what to do. A formation tells it how to space out. Set both on your Sergeant.

      1. Build a squad. Select your Sergeant and choose Add troops or Edit troops. Then use Gather nearby, or tap friendly troop portraits or highlighted troops within 3 tiles, including one sharing the officer’s tile. A squad holds up to 6 combat troops. Changes are a draft until you press Apply. Cancel discards them. Nearby troops in another squad can be transferred; the same joining distance and squad limits apply. Existing members keep individual missions. New joins inherit the squad’s current mission. A troop recruited within 3 tiles of a Leader or Sergeant with a mission and room joins the nearest such squad automatically; Leave squad detaches it.
      2. Give it a destination. Choose Attack, Defend, Explore or Hold, then a highlighted tile or Auto target. The Sergeant and following members share that mission. Separated Attack or Explore members regroup near their officer before advancing again, using their normal moves. On Attack or Explore the officer trails its lead troop on a tile of its own each turn and waits for members that fall behind. Individual missions and Hold or Defend destinations stay in effect.
      3. Choose a shape. Open Formation under the squad’s orders and tap Auto, Screen or Spread. The examples below show each shape. Only formations suited to your following troops are available, and the line under them says what a greyed one needs. Auto adapts when the squad changes.
      Protect your ranged unitsExample enemy ↗

      Front: melee troops face the enemy marker. Back: ranged units stay behind that screen. This includes Archers, Catapults and ranged mythical units; each troop’s current weapon range decides its role.

      Six friendly troops and three enemies illustrate the spacing; they are not live units or extra squad members. Here the enemy is ahead along the rally direction. Your actual squad turns toward its rally destination, and terrain or fighting can break the shape.

      When do new rally orders arrive?
      A new Sergeant follows your latest All Sergeants order, a new Leader your latest Leader order, and a captured city your latest All cities rally; before those, new officers take their city’s rally. Changing an active mission away from friendly cities delivers it at your next turn’s start; the old mission stays active until then. At or within 1 tile of any friendly city, including diagonals, changes apply immediately. Even an immediate assignment waits until the next opening to move. The queued change appears beside the mission and can be cancelled. Formation selection is separate from this rally delay.
      Will they always keep the shape?
      No. Formations gently guide movement when normal progress and safety allow. Terrain, blocked tiles, capture opportunities and safer moves take priority. They grant no extra steps or attacks and do not force troops to wait. All units follow their missions at their turn’s start, including near your capital.
      Can one troop do something else?
      Give it Unit orders for an individual mission. Its portrait gets ↗ and it stops following squad spacing and rally orders. Select it and choose Rejoin mission to follow again, or Leave squad to detach. Troops following individual missions do not count toward formation availability.
      Does a Sergeant give direct control?
      No. It relays missions and supports nearby combat. Every troop and officer moves through missions; there is no direct movement or combat control. Leaders move 2 steps per turn and provide +2 Combat nearby.
      Rally orders: movement & fighting

      Select a city and open Rally orders, or select a leader, for group orders. Select a troop and open Unit orders for just that troop. Then choose a mission and tap a gold-highlighted land tile when the map asks you to pick a destination. To give one mission to All cities, All Sergeants or your Leader at once, tap the rally flag beside the city icon and choose the group; its badge shows the group you chose last.

      Explore

      Auto target captures discovered neutral cities first, then explores fog. Once your empire is established or most of the map is charted, a few scouts finish discovery while the main army searches toward enemy territory.

      Attack

      Push toward your destination and fight along the way. Auto target favors capitals, but may choose a nearer city or split troops across targets. Tap the rival capital to target it explicitly.

      Defend

      Protect an area. Move to within 1 tile of your destination, then take the best post there: the most cover (a Mountain, then a Forest) with the least enemy fire, rather than another of your cities when a tile is open. Defending a city, troops guard it from the tiles around it while you can afford a troop, so it can still recruit. Attack enemies within 2 tiles of that point if your weapon can reach them.

      Hold

      Occupy a spot. Travel to the exact tile and camp; if a friendly troop is there, settle beside it on the best cover nearby, outside your other cities when a safe free tile is open. Fight from the camp without chasing enemies away from it.

      Will Defend and Hold attack?
      Yes. Both can initiate attacks on your turn, including while travelling. A mission first captures a city under the troop, otherwise takes an eligible attack, otherwise moves toward its destination. It waits if none is available. It skips attacks whose immediate counterattack would kill it.
      How is their fighting different?
      Defend only attacks enemies within 2 tiles of the protected point, even with a longer-range weapon. Hold lets ranged troops fire at their full range. Once a melee troop reaches the camp or an adjacent tile, Hold only attacks enemies within 1 tile of the camp, so a kill cannot pull it away. A defending melee troop can advance up to 2 tiles from its point after a kill.
      For example: a Catapult at its destination
      With Hold, it can fire at an enemy 3 tiles away. With Defend, that enemy is outside the protected area, so it waits instead if there is no closer target. All distances include diagonals.
      When do troops act?
      All troops and officers carry out missions at the start of their turn, before planning. End turn finishes planning; Auto-finish first performs the management jobs you select. New recruits defend during the opponent’s turn and begin their mission at your next turn’s start. Every mission uses normal action limits; a Catapult can move or fire, never both. Changing orders adds no actions. Troops avoid stopping in a friendly city that is not their destination when another tile still makes progress, so its slot stays free for recruits. Archers, dragons and other ranged troops choose where to fire from: they may step out of a city or up into range first, then shoot that turn, but never away from their mission or into fire that could kill them. While you can afford a troop, only a killing shot keeps one in its own city; otherwise it steps out, even without a shot. A Catapult, which moves or fires, steps out instead of firing. Defend or Hold troops waiting beside their spot step off it, and Defend troops leave the city they defend for the ring around it while you can afford a troop. Troops stay when you cannot afford a troop this turn and an enemy could reach the city. Troops holding that city fire from it.
      What happens during the enemy’s turn?
      Troops do not fire just because an enemy moves nearby. Any surviving troop can strike back when attacked if the attacker is within its weapon range, even if it already used its own attack. This retaliation works with every mission.
      Choosing and keeping a destination
      Auto target lets each troop choose a city again each turn; it does not mean the closest city is always chosen. A tile you tap stays its destination until you change the order. For Defend or Hold, Hold here uses the selected piece’s tile; a rally-flag Defend or Hold needs a tapped tile. City rally orders also apply to future recruits, Leaders and Sergeants, except troops that join a nearby squad.
      Mission flags & leaders
      Mission flag
      Numbered flags identify squad members. The shared mission icon sits beside the Sergeant’s or Leader’s health bar. In the squad bar, the flag opens orders and formations; a clock marks an incoming order. A small arrow on a numbered flag marks an individual mission. Other flags show the assigned order.
      Health & readiness
      Gray troops have spent their actions; new recruits start ready. Health bars appear for injured, selected, or fighting units. Troops in one of your cities heal 1 HP at the start of your turn (Field medicine raises this), and Leaders heal in your capital. Changing orders never restores actions.
      Change plans
      Set a new mission wherever the unit is. Changing orders never restores spent movement or attacks.
      Your leader
      One at a time. Leads a six-troop squad with immediate rally changes, moves 2 steps and gives nearby troops +2 Combat. Cannot fight or capture. Share its tile with a troop for protection.
      Sharing a tile
      A leader can share with a friendly troop. Tap the same tile again to cycle between troop, leader, and city. The bottom bar names your selection.
      Which troop should I buy?
      Scout 3 gold

      Fast explorer. Great for reaching cities.

      Guard 5 gold

      Durable front-line fighter.

      Archer 4 gold

      Starts with 2-tile range. Keep it protected.

      Leader 5 gold

      Leads a six-troop squad like a Sergeant, with immediate rally changes anywhere. Gives friendly troops +2 Combat within 1 tile, including diagonals. Strongest officer bonus applies. Starts on its city’s rally order and escorts its squad at the start of its turn using normal movement. Mission changes remain available during planning.

      10 health · 2 steps · 1 sight · one per kingdom · cannot fight or capture
      Sergeant 3 gold

      Starts on its city’s rally order; set a new mission anywhere during planning. Relays missions and escorts its squad at the start of its turn. Grants friendly troops within 1 tile, including diagonals, +1 Combat; a Leader’s +2 takes priority. Cannot fight, capture, or grant direct troop control. Changed missions arrive at the next own start away from friendly cities, and immediately within one tile of a friendly city. Choose a formation suited to its assigned squad; it guides their spacing alongside rally orders. Uses one troop slot.

      Catapult 8 gold

      Starts with 3-tile range. Move or fire each turn. Recruit from a Fortress.

      Recruit after your missions clear a city. A troop needs a free troop slot; a Leader or Sergeant can share it. Recruits defend now and begin their mission at the start of your next turn.

      City upgrades: choose one path for 12 gold. A Market adds +2 gold per turn. A Fortress adds +1 defense to friendly pieces on the city tile and unlocks Catapults and your tribe’s mythical ally. Both add 2 troop slots. Once you know Masonry, build the second tier for 20 gold: a Grand Market adds another +2 gold and 1 troop slot; a Citadel adds another +1 defense and 2 troop slots. Capturing a city keeps its upgrades.

      Tech: the Tech button beside the city list opens research and unit upgrades from anywhere. Buy on your turn while you hold your original capital and no enemy stands on it. Masonry unlocks Grand Markets and Citadels. Tower shields give all your Guards +1 armor, taking a point off every hit they take. Spyglass lets Scouts see 3 tiles, so they can spot for your Archers and Catapults at full range. Roads give troops that start their turn in or beside one of your cities +1 move (not Catapults, which move or fire). Field medicine heals troops 3 HP a turn in your cities and 1 HP beside them. Research is permanent.

      Unit upgrades: the four combat troop types and your tribe’s mythical ally each have two permanent tiers. Tap a type to see the stat changes, then confirm to spend gold. Base prices are 18–42 gold for unit upgrades and 20–24 for research; each city beyond your first adds 25% of the base price, rounded up. For example, Guard I costs 20 gold with one city, 25 with two, and 30 with three. Losing or capturing a city changes future prices. Upgrades improve all your current and future units of that type. Extra health keeps existing wounds; upgrades never restore movement or attacks. Archers, Catapults and the Ember Dragon can gain +1 range. Leaders arrive fully equipped with 10 health and are not upgraded. Leaders do not extend direct troop control.

      Moving, fighting & capturing
      Move
      Set a troop’s mission during planning. At your next turn’s start, it chooses a legal route using its normal steps, preferring Mountains (which also see farther), then Forests, when they are just as fast. Diagonals work too. Water and enemy pieces block movement. Scouts can pass through friendly troops, but must finish on a tile without another troop.
      Attack
      Troops choose attacks while carrying out their missions. Scouts and Guards reach adjacent tiles; Archers start with 2-tile range. Catapults start with 3-tile range; unit upgrades can add one tile to either ranged unit. A surviving enemy can strike back if you’re in its range, so melee troops let ranged allies that can shoot the same target this turn, even after a step, fire first, then strike to finish it.
      Terrain matters
      Forests give +1 defense; mountains give +2. Scouts and Guards advance after a kill; Archers stay put.
      Capture a city
      Troops capture automatically while following their missions at the start of their turn. Capturing a rival capital wins a two-player match. Attacking or capturing uses the troop’s remaining actions.
      Attack, defense & terrain

      Damage = attack − defense, with a minimum of 1. Combat is deterministic. Badly wounded troops hit weaker: a troop’s own attack slides from full at full health to three quarters near death, rounded, usually −1 below about 40% health. Officer and mythical bonuses stay whole. Muted troops have used all their actions; they regain their color next turn.

      A shield flash marks defense from cover, a Fortress, a Citadel or armor. It does not mean the attack missed. The damage number and health bar show the actual result.

      Attack
      Start with the unit’s attack stat, including unit upgrades. Add the strongest friendly officer within 1 tile: Sergeant +1 or Leader +2; officers do not stack. A mythical unit’s trait may add another bonus.
      Defense
      The tile being attacked supplies cover: Plains +0, Forest +1, Mountain +2. A friendly Fortress adds +1 (a Citadel +2), the Aegis Colossus adds +1 armor, and Tower shields give Guards +1 armor. These bonuses stack. Officer bonuses increase attack, including retaliation; they do not add defense.
      Example
      A Guard with 4 attack deals 3 damage to an enemy in a Forest, or 2 on a Mountain. With a nearby Leader, its attack becomes 6, dealing 4 damage to that same Mountain defender.
      Retaliation
      A surviving defender strikes back if the attacker is within its weapon range, even if it already attacked this turn. Use the defender’s attack before the blow, so wounds from this attack don’t weaken it, and the attacker’s tile defense. A defeated unit cannot retaliate. Ranged attacks can avoid retaliation from a melee defender.
      Mountains & sight
      Mountains also raise a unit’s sight to at least 2 tiles. They do not extend weapon range. Forests and Mountains can be crossed; Water cannot. Range and officer proximity include diagonals.
      Before a fight
      Tap the ⓘ beside a selected unit to inspect its stats and current bonuses. Units fight automatically through their missions at the start of their turn. Surviving recruits can retaliate during the opponent’s turn.
      Turn buttons & map controls
      Units, Cities, Tech & Rally
      The Units button jumps between owned units whose missions you can edit. The Cities button opens your city list, with useful cities first. The Tech button beside it opens research and unit upgrades. The Rally button sets one mission for all cities, all Sergeants or your Leader; Sergeants away from friendly cities receive it at your next turn’s start.
      End turn
      End turn finishes planning and passes to the opponent. Recruits stay to defend. Your missions run at the start of your next turn, before you recruit, upgrade or change orders again.
      Recruit previews
      Tap a portrait to recruit, or hold it to inspect stats, abilities and future upgrades without spending gold. Keyboard: Alt+Enter. Right-click also opens the preview.
      Auto-finish
      Use the arrow to delegate recruitment, Leader recruitment, upgrades, rally changes or squad organization. It manages your remaining planning, then ends your turn. Recruits and changed missions wait for your next turn’s start. Recruitment starts enabled; the other settings start off and your selections are remembered. Each unchecked job stays under your control. Leaving rally changes off preserves missions. Organize squads fills nearby compatible openings and can transfer a troop to a closer officer; it preserves individual missions. Expand Recruit units to choose permitted types; selecting none recruits nothing. Leader recruitment also requires Recruit Leader. Fortress requirements and unit limits still apply.
      Look around
      Drag the map to pan; pinch or scroll to zoom. Tap a tile again to cycle through the pieces there. Tap the background to clear selection. Menu → Camera follow switches automatic following on or off; manual jumps always work.

      Esc Clear selection E End turn

      Gold, city limits & winning

      If you lose a city, your existing troops stay. Recruitment waits until you’re below capacity again.

      Stats & score. Open Stats beside your resources to compare all civilizations. Each city earns 100 points, each city upgrade adds 50, every surviving unit HP adds 5, and every gold spent on research or unit upgrades adds 4 tech points. Scores update as cities and armies change and are public even through fog; unit locations and enemy gold stay private. Score is a progress indicator. Victory still follows the rules below.

      Fog of war. Your capital, cities and Scouts reveal tiles within 2 steps. Guards, Archers, Catapults and Leaders see 1 step. Diagonals count. A mountain raises unit sight to 2, without giving Scouts a third ring. Weapon range and sight are separate: a ranged unit can fire at enemies revealed by your other units or cities. Explored terrain and last-seen cities stay on the map, dimmed outside sight. Enemy troops are hidden outside your view. Enemy gold and income stay private throughout the match, even when you see their cities. Tap land or fog to set a distant rally destination. If it turns out to be water, troops approach the nearest reachable land. Auto Explore seeks known neutral cities, then reveals fog. Each friend has their own view. Bots see the full board, and bot spectator matches have no fog. Eliminated players can watch the remaining multiplayer match with the whole map revealed. Finished matches reveal the map.

      Each new turn refreshes your units. A troop in your capital also heals 1 health.

      Match statistics