A phone strategy game where the rivers keep time. Mobile 4X, coming to Android and iOS.
wyrmford
The water keeps time
Hour 58 of 72
High water. The lowlands flood. An army caught there is pushed to dry ground and loses a tenth of its troops.
| Water | Hours | On the map |
|---|---|---|
| Low water | 0-24 | Fords and tide paths open. The lowlands dry to mudflats that slow every march. |
| Rising | 24-36 | The fords close behind the last army across. Lowland camps should be moving. |
| High water | 36-60 | The lowlands flood. An army caught there is pushed to dry ground and loses a tenth of its troops. |
| Falling | 60-72 | The water drains and leaves silt. Lowland farms yield a quarter more for a day. |
Every march is on foot
| 5 open hexes | 3 min 45 s |
|---|---|
| 3 hill hexes | 4 min 30 s |
| 2 climbs | 1 min 30 s |
| 1 ford, low water | 45 s |
| 9 hexes | 10 min 30 s |
Hex by hex, no teleports
Armies walk every hex of the route you draw. Hills take twice as long, every climb adds time, and a ford only holds at low water.
Add a stop and the route bends through it.
Five heights of ground
Higher ground sees farther and fights better. A step of more than one level is a cliff, so passes and slopes decide where an army can go.
The lowest ground is the first to flood.
Next 14 days in this zone
Low Rising High Falling
Fourteen days in view
Every tide and every event for the next two weeks sits on one calendar, and no day holds more than five events.
Plan the crossing before you need it.
Three factions, chosen once
Vowbound
- People
- Stoneborn
- Homeland
- Hills and mountains
- Elite unit
- Siege Golems
The Stoneborn hold the high ground. Their garrisons are the hardest to break, their golems take walls apart, and their alliance dragon grows faster than any other.
Unchained
- People
- Beastkin
- Homeland
- Forests, plains and steppe
- Elite unit
- Packmaster Hunters
The Beastkin run the forests and the steppe. Their armies march faster, carry more loot home and hunt with packmasters at their side.
Fathomseekers
- People
- Tidefolk
- Homeland
- Rivers, coasts and swamps
- Elite unit
- River Behemoth Riders
The Tidefolk read the water. They research doctrines faster, loot the ruins the low tide uncovers and ride behemoths through the shallows.
An alliance is one faction. The Free Marches and the bandit tribes belong to the world and keep it busy at any hour.
Money buys time
Speed-ups, comfort and looks. Every one of them has a cap.
Capped
Strength is earned
Every unit, general and power can be won by playing. Seasons start everyone level.
Free
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