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.