GUIDE HUB
Guides hub
How-to pages, tips, and FAQs for every game—start here if you arrived from search. Guides cover common mistakes and how to choose a mode, not only the basics.
♜30-Day Kingdom
In 30-Day Kingdom, treasury, food, order or morale at zero ends your reign. Military at zero also ends it when diplomacy is 20 or lower; diplomacy at zero alone does not. Early on, keeping them near 50 is safer than maxing one pillar—imbalance often causes chain collapses.
◇Today’s Traitor
Read the overview, then compare suspects, testimony, evidence, and timeline. Time mismatches often beat quote-vs-quote clashes—eliminate who “could not have been there” first.
✦Hero Forge
Hero Training is a short loop of train, rest, adventure, gear, and boss fights. Rest when HP drops below half, and raise defense as well as attack—falling wastes actions.
⌘Tower Cipher
Tower Cipher is a no-repeat digit puzzle. Seals match digit and place; echoes match digit only. One careful guess prunes many options.
♢Merchant Auction
Merchant Auction is sealed bidding guided by rumors. Weigh rumor trust against overpaying; some rivals inflate prices on purpose.
☽The Silent Banquet
The Silent Banquet asks for culprit, means, and place. Strike unused means and people who were elsewhere first—each elimination shrinks the grid fast.
☾Moonlit Voyage
Time, hull and oil can substitute for one another in Moonlit Voyage. Hugging the coast protects the ship but spends the night; rushing through open water saves time but makes later rough passages harder to afford. The useful question is not just which move is fastest, but which choices remain afterward.
♧Waterworks of the Capital
A channel at the edge cannot point outside the board. Corners and the fixed buildings constrain your choices, so begin there instead of rotating randomly.
♧Masquerade Memory
Give a mask a short label based on its horns, feathers or outline. Combining shape, name and position gives you more ways to recall it than color alone.