1 · What you are looking at. A hex field. Your army stands at your end,
the enemy's at theirs. Between you: Holy Cities (the ✚ hexes) and rough ground —
forest, hills, sand — that slows the march.
2 · Your turn. Tap a piece. Green hexes are where it can walk. Tap a green hex
to walk there. Tap an enemy with a red ring to strike it now — or one with an orange ring, and your
piece walks up and strikes in one click. When a piece has done all it can, it darkens by itself.
Press End Turn when you are done; the other player takes theirs.
3 · Reading a fight. Point at an enemy before you commit: the board shows what
your blow will do and what comes back. Adjacent blows are answered; arrows from two tiles away are not.
The card on the right explains every bonus — and the ⓘ tells you who each piece is.
4 · The cities. March a royal — King, Queen, Heir, Princess, Maiden — into a
Holy City and it earns Grails each turn. Grails buy new pieces (Recruit), placed beside a royal.
The first city you hold is the first army you can grow.
5 · Win. Fell the enemy King. Guard your own — if your Heir stands he takes the
crown, but that is a thin thread to hang a war on.
6 · Then discover. Charge a Lancer across open ground. Stand a Bastion in front
of your Archers. Let the Maiden cry For the Kingdom! Convert a fallen foe with the Apostle.
Every piece has a trick; the Rule Book has the letter of each one.