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Crowns of Vael

Conquer the six realms of Vael in a fast turn-based strategy game of armies, dice, banner cards and generals. Play a 10-battle campaign with its own goals and stars, a daily battle, or a free skirmish against 2–5 AI realms.

StrategyTurn-basedConquest
Crowns of Vael
Free · no download · saves automatically
Tip: right-click an enemy region to blitz it at once

Conquer the six realms of Vael

Crowns of Vael is a fast, turn-based strategy game of armies, dice and banner cards. Raise your banners as the Azure Crown and fight up to five AI realms for control of a world of frozen marches, dark forests, golden heartlands, ashen wastes, sun-baked coasts and storm-lashed isles. A campaign takes 15–25 minutes, and it is saved after every turn.

How to play

  1. Reinforce. You get one army for every three regions you hold (at least three), plus a bonus for every whole realm you control.
  2. Attack. Choose one of your regions with two or more armies and attack a neighbour. You roll up to three dice, the defender up to two. Compare the highest dice in pairs: ties go to the defender. Blitz to fight until the region falls.
  3. Fortify. Move armies once between two of your regions that are connected through your own land.

Hold 21 of the 30 regions, or destroy every rival, to claim the crown.

The realms

The painted map of Vael with its six realms
Realm Regions Bonus
Frostmarch 5 +3
Duskwood 5 +3
The Heartlands 6 +4
Ashen Wastes 5 +3
Sunspire Coast 5 +3
Storm Isles 4 +2

The campaign: The Conquest of Vael

Ten battles, each with its own starting position, goal and twist: hold the Storm Isles and take Duskwood, break out from the Sunspire Coast, survive a Last Stand against four realms, hunt the Ember Legion while a dragon strikes every round, besiege Kingsreach, and finally win the Iron Crown on Hard. Every battle awards up to three stars: win, win fast, and keep your general alive.

Generals

Warlord Kragg, general of the Ember Legion

Every realm marches behind a general. A general adds +1 to the highest die when its army attacks or defends. Victories turn it into a Veteran (+1 reinforcement every turn) and then a Legend (+1 on the two highest dice). If its region falls the general is slain, the victor gains two armies and a new general takes command two rounds later. Choose carefully when your general marches.

Banner cards, strongholds and omens

  • Banner cards: conquer at least one region in a turn to earn a card. Trade three of a kind, or one of each, for extra armies. Every trade is worth more than the last.
  • Strongholds: six regions are marked with a tower. Their defender adds +1 to the highest die.
  • Omens: every few rounds an omen shakes up one round: Harvest Moon, Winter Storm, Red Plague, The Dragon Wakes, Storm Tides, Blood Moon and Sellswords.
Omen: The Dragon Wakes

Rival realms

Each AI realm has its own temperament. The Ember Legion and the Frost Clans attack relentlessly, the Verdant Pact builds up whole realms, the Golden Dominion plays a balanced game and the Shadow Covenant preys on the weakest. On Hard they also gang up on whoever is running away with the map.

Daily battle and skirmish

Once a day everyone gets the same map deal against three rivals. In a skirmish you choose 2–5 rivals and the difficulty yourself. Compare your score on the daily leaderboard.

FAQ

How do I win?

Hold 21 of the 30 regions, or destroy every rival realm.

How many reinforcements do I get?

One army per three regions you hold (at least three), plus a bonus for every whole realm: Frostmarch +3, Duskwood +3, the Heartlands +4, Ashen Wastes +3, Sunspire Coast +3, Storm Isles +2.

How do the dice work?

You roll up to three dice, the defender up to two. The highest dice are compared in pairs and ties go to the defender. Strongholds give the defender +1 on the highest die.

What do generals do?

Every realm has a general. It adds +1 to the highest die when its army attacks or defends, grows to Veteran (+1 reinforcement per turn) and Legend (+1 on the two highest dice) through victories, and is slain if its region falls. A new general rises two rounds later.

How does the campaign work?

Ten battles with their own starting positions, goals and special rules. Win a battle to unlock the next, and earn up to three stars: win, win fast, and keep your general alive.

What are banner cards?

Conquer at least one region in a turn to earn a card. Trade three of a kind or one of each for extra armies. Each trade is worth more than the one before. At five cards you must trade.

What are omens?

Every few rounds an omen changes the rules for one round, such as plague, a dragon attack, storm tides that close sea routes, or a blood moon where attackers win ties.

Is my campaign saved?

Yes. Your campaign is saved automatically after every turn and can be continued from the main menu.

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