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A kingdom initially consists of 9 plots arranged in a 3 by 3 grid. The player plays [[cards]] by dragging them onto plots. During the course of a [[run]], the player can unlock up to 16 additional outer plots for a total of 25 plots in a 5 by 5 grid.
A kingdom initially consists of 9 plots arranged in a 3 by 3 grid. The player plays [[cards]] by dragging them onto plots. During the course of a [[run]], the player can unlock up to 16 additional outer plots for a total of 25 plots in a 5 by 5 grid.


Playing base, troop, building, and tower cards on empty plots activates them in your kingdom. Playing these cards on a plot occupied by a card of the same type upgrades that card. Playing a tome card on an occupied plot activates the tome card's effect. Playing an enchantment card on a plot occupied by a troop applies a bonus effect to the troop; this effect stacks if the same enchantment is played on the troop multiple times.
Playing [[Cards#Base|Base]], [[Cards#Troops|Troop]], [[Cards#Buildings|Building]], and [[Cards#Towers|Tower]] cards on empty plots activates them in your kingdom. Playing these cards on a plot occupied by a card of the same type upgrades that card. Playing a [[Cards#Tomes|Tome]] card on an occupied plot activates the tome card's effect. Playing an [[Cards#Enchantments|Enchantment]] card on a plot occupied by a [[Cards#Troops|Troop]] applies a bonus effect to the troop; this effect stacks if the same enchantment is played on the troop multiple times.


[[File:25plots.png|thumb|A kingdom with all 25 plots unlocked.]]
[[File:25plots.png|thumb|A kingdom with all 25 plots unlocked.]]
The Expansionist and Pollinator [[perks]] can unlock additional starting plots. On days 12, 19, and 27 of a run, the [[events#The Tower|tower event]] lets the player expand to an additional outer plot. The Exploration and Wilderness [[Royal Council|royal decrees]] unlock additional empty plots. In endless mode, the tower appears permanently and the player can use it to enter expansion mode and buy empty plots for 30 Gold each.
The Expansionist and Pollinator [[perks]] can unlock additional starting plots. On days 12, 19, and 27 of a run, [[events#The Tower|The Tower]] event lets the player expand to an additional outer plot. The [[Royal Council#Exploration|Exploration]] and [[Royal Council#Wilderness|Wilderness]] royal decrees unlock additional empty plots. The player can use the [[Cards#List of Cards|Earthworks]] card on a plot with a card on it to expand up to 2 adjacent plots. In [[Run#Endless_Mode|Endless Mode]], [[events#The Tower|The Tower]] appears permanently and the player can use it to enter expansion mode and buy empty plots for 30 Gold each.

Latest revision as of 17:38, 4 December 2025

A starting kingdom of 9 empty plots.

A kingdom initially consists of 9 plots arranged in a 3 by 3 grid. The player plays cards by dragging them onto plots. During the course of a run, the player can unlock up to 16 additional outer plots for a total of 25 plots in a 5 by 5 grid.

Playing Base, Troop, Building, and Tower cards on empty plots activates them in your kingdom. Playing these cards on a plot occupied by a card of the same type upgrades that card. Playing a Tome card on an occupied plot activates the tome card's effect. Playing an Enchantment card on a plot occupied by a Troop applies a bonus effect to the troop; this effect stacks if the same enchantment is played on the troop multiple times.

A kingdom with all 25 plots unlocked.

The Expansionist and Pollinator perks can unlock additional starting plots. On days 12, 19, and 27 of a run, The Tower event lets the player expand to an additional outer plot. The Exploration and Wilderness royal decrees unlock additional empty plots. The player can use the Earthworks card on a plot with a card on it to expand up to 2 adjacent plots. In Endless Mode, The Tower appears permanently and the player can use it to enter expansion mode and buy empty plots for 30 Gold each.