Realms: Frontier
Explore the unknown. Find the gold. Nobody can take your realm.
Frontier is a treasure hunt on a new map every day. You send armies out of your realm into the fog, fight what guards the land, and bring home Essence, labor and LORDS. It is free to play: your realm is founded as you first enter, you fight the wilds and never other players, and the map is new every day while your realm keeps what it earned.
One day, one map
A day lasts 8 to 24 hours. The lengths are drawn for the whole season in bags of 5 days, one of each length, 80 hours a bag; no bag opens with the shortest day, and two shortest days never follow each other. The top bar shows when today ends and how long tomorrow lasts.
- Deploy. Barracks train troops at your realm. Deploying puts them on a tile beside it as an army in one of the realm's army slots: 3 for a new realm, up to 6 as its castle rises.
- Explore. The map is hidden until you walk it. What sits on a tile is decided the moment an army reveals it, so nobody can scout ahead.
- Clear. Trolls, rifts, ruins and beasts are guarded. A site shows its exact guard and its payout before you attack, and an attack needs 30 stamina.
- Bring it home. Everything found goes straight to the realm. An army never carries anything worth losing.
When the day ends, the map and every army on it are gone. Your realm is raised again on the next map with everything it holds.
What carries over
| Gone when the day ends | Kept by your realm |
|---|---|
| The map and its fog | Its buildings, castle and research |
| Every Troll, rift, ruin and beast | Its troops, wheat, labor and Essence |
| Every army you sent out | Its LORDS |
An army with Homecoming sends some of its survivors home as the day ends (The Expedition).
Stamina sets the pace
An army holds 120 stamina and recovers 1 every 2 minutes, so an empty bar fills in 4 hours. Revealing a tile costs 20, a step over known ground 10, and an attack needs 30. Every step and every reveal also costs 0.02 wheat per troop, so a big army needs farms behind it.
Refill tops an army's stamina up at once for 1 LORDS a missing point, paid from your realm's LORDS. A well gives 60 stamina, buying an attribute tier gives 30, and Logistics raises an army's maximum by up to 150.
Stamina stays with the slot
Stamina belongs to the army slot, not to the army in it. A new army takes your realm's lowest free slot.
- A slot's first army of the day starts with a full bar: 120 stamina, plus what your Supply yard's Logistics adds.
- When an army dies, is disbanded or merges into another, its slot keeps the stamina it had left, and that stamina keeps recovering.
- The next army deployed into that slot starts with that stamina, not a full bar. Replacing a tired army never brings a fresh one.
- The new army's own maximum still caps it. Its XP and tiers start again from your realm's training; only the stamina carries over.
- When the day ends, every slot is cleared, so each slot's first army tomorrow starts full again.
Fights roll dice
Each side of a fight rolls a d20 and hits up to 20% harder, so the attack preview shows a range from your worst roll to your best. The ground does not matter: no biome helps or hurts either side.
Your realm is never attacked
No player can raid, besiege or take it, and no player can fight your armies. The realm has no guard slots because it needs none. Two of your armies standing side by side can merge, keeping the lower of their two staminas, and an army you disband loses its troops; Frontier asks first.
What you are given
Each Realm in your payout wallet gives your Frontier realm 1,000 labor once a day: add it by its number, then Claim all. Everything else is what you cleared and what you were lucky enough to walk into. Frontier has no trade, market, bridge, guilds, faith, hyperstructures or automation.